[BETA]cp_ironbowl

hydrage

L1: Registered
Apr 9, 2008
49
7
Thank you all for the feedback!

A new version (Beta 7) is now available.

Among other things, I've widened several areas and corridors to make them feel less cramped. Also, the LaserGates are no longer instantly fatal, so you can now accidentally bump into them and still survive.

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cp_ironbowl_b7

Download: http://forums.tf2maps.net/downloads.php?do=file&id=991

cp_ironbowl_b7_cp1_Z9G.jpg

cp_ironbowl_b7_lasergate_LF2.jpg

cp_ironbowl_maul_B3k.jpg
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Oh, I remember running around this alone, ages ago. It looked great, as far as I can remember. I'd love to play it sometime, but I've never had the chance. :(
 

Cerious

L420: High Member
Aug 10, 2008
455
133
I'd love to use the M.A.U.L decal as a spray, lol. Anyways, map is shaping up very nicely. When will you release a final? You started in April last year lol.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
lol! My clan uses their own admin system named MAUL... I thought that was funny :D

~M
 

hydrage

L1: Registered
Apr 9, 2008
49
7
I'd love to use the M.A.U.L decal as a spray, lol. Anyways, map is shaping up very nicely. When will you release a final? You started in April last year lol.


Yeah, so I'm slow! :D I've only worked on the map sporadically. I'll release the final once I'm comfortable with how balanced the map is, which is hopefully pretty close. I'm still trying to get some more playtesting done.

If you're interested, ask your local friendly admin to host the map so it get can more widespread playtime. Please let me know if you or somebody you know decides to host it!

And you're more than welcome to use the MAUL pic as a spray!
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
Hydrage... nice work on the update. I think you fixed almost all of my complaints about previous versions. We had a full server (11 v 12) the other night and people seemed to enjoy it. Here are the main complaints:

1. There's a door after B that opens up right behind the CP. I think you have nodraw set on it or something because you can see the skybox until you walk through it. People were calling it a portal to another land. :)

2. It took a few minutes before they understood what was going on between "stages". I'd suggest adding some signs by the lasers and unlocking doors that indicates when the door/gate will open. It'll help people grasp the concept a little easier. Something like this... (note.. actually have it count down)
gate.gif


3. People ran right to C and bypassed c. I think you should consider a way of making c more obvious with signs, map flow, or lighting.

4. The resupply area for blue is a dead end. A really long dead end. I'd rather see it locked off and just add a large health and metal in the vicinity for engineers. Otherwise people run the wrong way. :)

Overall a very fun map... hope to see it get played more. :)
 

hydrage

L1: Registered
Apr 9, 2008
49
7
Hydrage... nice work on the update. I think you fixed almost all of my complaints about previous versions. We had a full server (11 v 12) the other night and people seemed to enjoy it. Here are the main complaints:

1. There's a door after B that opens up right behind the CP. I think you have nodraw set on it or something because you can see the skybox until you walk through it. People were calling it a portal to another land. :)

2. It took a few minutes before they understood what was going on between "stages". I'd suggest adding some signs by the lasers and unlocking doors that indicates when the door/gate will open. It'll help people grasp the concept a little easier. Something like this... (note.. actually have it count down)
gate.gif


3. People ran right to C and bypassed c. I think you should consider a way of making c more obvious with signs, map flow, or lighting.

4. The resupply area for blue is a dead end. A really long dead end. I'd rather see it locked off and just add a large health and metal in the vicinity for engineers. Otherwise people run the wrong way. :)

Overall a very fun map... hope to see it get played more. :)



Thanks Chilly. I try to seriously consider whatever is the root problem for all feedback that I get.

Re: #1 - Yeah, this was a major glitch that I feel stupid for not noticing before I released the map. It was an areaportal that got slightly moved before I did the final compile, so that it didn't line up perfectly in the doorway. I already have it fixed for B8.

Re: #2 & #3 - I'll work on these. The countdown timer might take me some time to implement, but I'll see what I can manage.

Re: #4 - I'm not entirely sure I understand you correctly. Are you saying that, after stage 1 is captured, too many respawned blue players run straight down the length of the sewer area toward the starting exits, instead of taking the short-cut exit to the left? That does sound like it should be improved.
 
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Chilly

L6: Sharp Member
May 3, 2008
326
127
Re: #4 - I'm not entirely sure I understand you correctly. Are you saying that, after stage 1 is captured, too many respawned blue players run straight down the length of the sewer area toward the starting exits, instead of taking the short-cut exit to the left? That does sound like it should be improved.

Correct. I guess you wouldn't have to block it completely off, since it's a nice forward staging area for engineers, but perhaps you need to make the sign in that area more clear (don't remember what the sign looked like if there is one). I actually ran down there by accident once myself, and had a couple people follow me. :/ I saw someone else start running down there on my next life until I warned them.