[WIP]pl_swift

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Blue forward spawn may be a little too close to the final cap. And since it's actually placed ahead of the capture that provides it, the defending team has no choice but to retreat and they must very quickly get a new defensive line up (very difficult).

I played sniper and I think it was great, dunno about the other team tho :)
At the start, when they are going to push the cart over the narrow bridge/truss they were really exposed to sniper fire. Don't know if it needs fixing or not, after all they only pass there once every round.

Keep it up! great map.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Well, what I said about the map during last week's gameday still applies for this map! Great work. That explosion was much better as well!

EDIT: Good job fixing the cart btw!
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
I had the greatest time playing this map with you all today. :D

I think out of all the maps, this one really struck me as the best designed as far as style is concerned, and the architecture as well as flow of the game seemed very good. As far as gameplay, it was certainly suited towards every class, which made it fun, though I do think a Sniper nerf may be in order to some degree.

The only gameplay changes I could suggest would be to either give BLU forward spawn earlier and move it back a bit to give Red a little room to breathe on the last cap, which seemed totally indefensible when I played it. :D
 

tenaciousg

L1: Registered
Jan 8, 2008
44
7
cool map, i liked the gameplay throughout.. my only complaints were the small health in the beginning that was in the building off to the left(blues perspective) was too much on the table and you had to jump on the table to get the health. my other complaint would be the final capture point, you have this hill uptop and this vent that leads down into the pit.. no matter what you do your going to get spammed to shit and theres no escape, you can't move around alot and blue will just continue to spam.. maybe a new layout at last cap would be best.. goodluck making that final cap balanced.

map looks great btw.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Ten> You may have missed a whole upper level for red. Leaving spawn you can go up or through the vent. The vent is a little riskier for red, but going up the stairs is nearly always safe.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Bump for release with updated pics.

Edit: There was one tiny error I missed and am recompiling.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I forgot to give feedback on this one, although I didn't get to play it a lot.

I remember that BLU capped way too fast on the last cap. The earliest points were fine, but the last one was a complete steamroll each time I've played it. I can't come up with a suggestion for how to fix it, sorry. Someone who has played it more probably has a good idea.

I remember that the doors in BLU's spawn are a bit silly. The chicken wire looks as much like a door as the rest of them do, and the doors themselves should be see-through gates, or at least open when setup is over. This is because Spies will have a hard time exting unseen, since the doors clearly open, while no one goes through - not to mention it's a good idea to let BLU see roughly what's going on outside the door.

Also, there's a building to the left (from BLU's point of view) in the first part where it looks like you can get on the roof, but you can't. It's really weird. Sorry for being a bit vague.
 
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What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Thanks for the feedback Muffin.

It has been my experience that the last cap goes either way. In previous builds it has been wayyy to powerful for red, and if the current changes end up favoring blu too much I can always revert.

I think with more playtesting I'll know for sure one way or the other.

I think the blue spawn doors are kinda fun, and I like how red can't spam the spawn. In my tests I have yet to see blu be held at CP1, and I want to keep it that way.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Added download.

I decided against any fancy lighting options, as I couldn't notice any visual difference that justified the bloated file size. The BZ2 Is a meager 8.4 megs, which was a design goal through the whole thing. Server ops have no fear as this download is quick and a server will fill up before setup time.
 

Cerious

L420: High Member
Aug 10, 2008
455
133
So, is this a contest entry or what? I hope to god it is, because this map is fantastic.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Adding to my community's TF2 server! Thanks for your hard work!
 

Zanpa

L4: Comfortable Member
Jan 17, 2009
164
43
Where is the download link gone in the first post ?

I could get pl_swift_rc, so in the following, I consider this is the lastest version.

I tried it tonight with a few friends, and we liked it.
Of course, there is still a lot of work to do (as it is, cart doesn't crush engie buildings ; or the bridge just before the first capture point which looks crap, for example).

But it seems like it'll be fun to play on a full server :) I hope you'll get it finished soon.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
I removed the DL link because I forgot to filter one door's trigger.

I will take a look at the bridge. I know what you mean, the lighting is a little weird because it is both brushwork and a prop. Any other places you don't think are visually up to par?

eerie> I have fog, but it is at 100 start and 11000 fade... perhaps too little to be noticable. Any settings you have found to be good?
 
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What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Fixed the cart not breaking things, added a little more detail to the bridge and fixed the shadows. Fixed the earlier problem with the door not filtering. Added a little more fog.
 
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What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Unless something terrible comes up, this is the absolute final time I'm ever touching this. Release link in opening post.
 
Aug 19, 2008
1,011
1,158
cashworks fog settings:
fog start 0, fog end 4000, density 1, primary color 141 140 162, secondary 138 130 149

it´s not too dense for cashworks, gives the impression of fog at a high plateau and a cooler feeling
i find that the fog is necessary for alpine since the skybox-tree-planes look too stylized and clean and so don´t merge perfectly with the alpine skybox

i think 11000 is too far, it doesn´t get dense enough for a player to get the impression of a slight mist, but to know for sure i´ll download your map to check it out
but it´s late now, i´ll do that tomorrow
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Funny, the settings I came up with were 100 - 5000, pretty close to yours