[WIP] tc_meridian

Altaco

L420: High Member
Jul 3, 2008
484
120
Blu's final point needs a LOT of work - way too turtley.

It's also not very pretty.
 

Shmitz

Old Hat
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Nov 12, 2007
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I observed the server crash twice today on one of the Penny Arcade servers whenever it would have gone to overtime (timer runs out but a flag has been picked up or dropped). I need to find out if this is a server-specific issue or if today's update did something to break the overtime mechanism I'm using. Please let me know if you see anything similar happen.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Yeah, that was definitely odd. We ended up playing it a bit more later, and while we never stalemated again, it didn't crash. I tried going back in by myself and forcing a stalemate a couple times (one with Sudden Death turned on, and the other with it off again), and it crashed both times still.

EDIT: ...wait, wasn't someone reporting a similar issue over in the Waste thread, when it would crash on a stalemate? I've never had Waste stalemate on me (due to the points adding time all the time), so I don't know if it would do the same for me. I'll try it sometime.

EDIT 2: Went and tried to stalemate waste this morning, to see if it'd do the same thing, but no luck. it didn't crash. So, i dunno.
 
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GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
I went into overtime once and stalemated once yesterday and nothing interesting happened...save that the overtime looked very artificial...as in it looked like you put it in manually as opposed to it happening naturally. Mainly because of the icon in the popup :)
 

Shmitz

Old Hat
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Nov 12, 2007
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So having come back to the map after setting it aside for six months, I find that I'm really disattisfied with the temple. The original layout needed a larger amount of space to work, and the big changes that got made afterward, while being an improvement, still did not address the problem with it being far too cramped and convoluted.

So I'm currently gutting it, with the intention of reworking it as a more unified space. The difficult part will be improving the size and flow of the space while still controlling visibility from the surrounding areas.

If anyone has any suggestions or requests for the temple interior, now would be the time to make them. :)
 

Ida

deer
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Jan 6, 2008
2,289
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For the temple, I hope you remove those sliding rock doors. I can never remember where they are, because they blend in. There's also a little dead end where a path normally leads to another part of the map, but it's closed off halfway in during most rounds. No more of that.

If you're talking about completely redoing the whole temple ("gutting" is a vague word, I guess), I don't have any elaborate ideas for how the whole thing could look. All I can think of is making it less labyrinth-ish, but that should be pretty obvious already.
 

Username

L2: Junior Member
Aug 26, 2008
96
61
Heh. Perhaps that could be the next mini contest.
MAKE A TEMPLE!
 

Tinker

aa
Oct 30, 2008
672
334
A few other things I noticed:
In the village bit, you can double/rocket jump up onto the largest house's roof, but not on any others. This is weird, as when you get onto that roof, you expect to be able to jump around more. Either make no roof accessible or all of them.

Also, when crossing the two bridges, there's a path visible over the canyon (deathtrap canyon). You can double jump there as scout and end up on a very tiny ledge that's not blocking players. I'll try to make a screenshot.
 

Nineaxis

Quack Doctor
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May 19, 2008
1,767
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Just make the temple larger, and make the exits more obvious/visible from the spawn exits. Right now it feels like a cramped box, with hallways randomly going around the outside of it, and you never know which way to go to get out, which can really suck if you're chasing after the enemy that just took your intel.
 

gustav

L1: Registered
Jan 17, 2009
19
8
Hi there! It is my first post here so hello to everyone.

Meridian is great map but still need tweaking. Lately i found some bugs.

Played as red and after one full win cycle we started new match but we reached blu ship only one win! First temple - village then sudenly village - ship!

Other bug occured when we were preaparing to board blu ship but blu won during setup time!

And i must admit that temple is bit to tight and confusing.
 

Ida

deer
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Jan 6, 2008
2,289
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@MuffinMan: Short dead ends are important locations for spies and sneaky engies. However, I do have it in mind with this reworking to make dead ends that are always dead ends, and clearly close off paths that aren't used in the current round.

Yes, but this one looks like it's an actual path until you attempt to use it and discover that it's closed off. You should make it more clear that it doesn't lead anywhere (by making the no entry sign easy to see without entering the tunnel).
 

Shmitz

Old Hat
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Nov 12, 2007
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Screenshots of new temple layout:

tc_meridian_b4dev01.jpg


tc_meridian_b4dev02.jpg


Overall, the layout has been simplified, the space has been expanded and unified, and the elevation changes are more staggered so that it's easier to see what's happening as you move through the area.
 

Cerious

L420: High Member
Aug 10, 2008
455
133
Significant improvement you've made there. The temple used to feel very claustrophobic to me.
 

Shmitz

Old Hat
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Nov 12, 2007
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Changes to Village/Subbay round for next version:

  • Removed railings on subbay intel platform to make it easier to get off of (and onto for some classes).
  • Moved main "entrance" to village to a path around to the rear of the village with those doors open and with access to the tunnel underneath. This makes the path a little longer, but much less of a tight chokepoint.
  • Converted old village side gatehouse into a sniper room. Added a similar structure to the subbay bunker.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Can't wait to see these changes Shmitz! My clannies and I absolutely LOVE to play your map. I can't get enough of it!

Great work! <3
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
Yes, but this one looks like it's an actual path until you attempt to use it and discover that it's closed off. You should make it more clear that it doesn't lead anywhere (by making the no entry sign easy to see without entering the tunnel).

Since you're actually making changes, i'm going to second this. When learning the map particularly, paths that were open last round that are closed this round seem to be closed too far back...so that you're halfway down the path before you realize it's closed this round. If you could move the thing that blocks the path/closes it for the round closer to the opening of teh path, people like myself would be less confused while learning the layout.
 

Shmitz

Old Hat
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Nov 12, 2007
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Since you're actually making changes, i'm going to second this. When learning the map particularly, paths that were open last round that are closed this round seem to be closed too far back...so that you're halfway down the path before you realize it's closed this round. If you could move the thing that blocks the path/closes it for the round closer to the opening of teh path, people like myself would be less confused while learning the layout.

I do have it in mind with this reworking to make dead ends that are always dead ends, and clearly close off paths that aren't used in the current round.

:rolleyes:
 

Shmitz

Old Hat
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Nov 12, 2007
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746
New beta release can be found here.

FPSBanana Page

Things we're looking for:
Does any area favor one side over the other?
Are there any classes that just can't work well in the majority of the map?
Are there any issues with the new temple area?
Are there any issues with the changes during the subbay/village round?
 
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