[WIP] tc_meridian

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
After getting a chance to run around it by myself, I'm *really* digging on the new Temple.

Still need to get the players on and give it a whirl, though.

A suggestion that a player tossed out there was in regards to the ship. They were wondering about the sky-light on top of the ship intel-room, and if would be possible to open that up and let the soldiers/demos be able to concjump up there and attack via it.

Which I can understand, since the ship feels a bit right now like the old Temple.
 

Shmitz

Old Hat
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Nov 12, 2007
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The ship is something I've been thinking of. The problem with letting people on top of the ship is that it's above the optimization level, so anyone up there would be taking a big hit to their framerates because they'd be rendering everything in the village, ruins area, and a bunch of stuff over by the temple as well.

It still might not fix generally clausterphobic feel of the ship. I'm thinking instead that I might move the mid-ship spawn up to the bridge and have the intel below decks in a slightly expanded hold area.

I forgot to mention that I'm also really looking for feedback on framerates in and around the temple, particularly in the temple/village round, since with the redesign you'll be seeing a bit more between the inside and outside.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Also, as a heads-up, I'm still getting that "server crash on a stalemate" bug.

Still unsure what's causing it. Anyone know of a good way to debug something like that?
 

Shmitz

Old Hat
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Nov 12, 2007
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It has to be server-side. I've checked on a number of different servers and haven't seen the crash, despite getting stalemates in a number of different circumstances (flags at home, flags being carried, flags dropped, etc). I don't know much about server software though, so I'm not sure I can give much advice on tracking it down. Could it have anything to do with the admin software?
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
looks like it. I tried completely disabling the plugins (which was basically vanilla Sourcemod v1.1 and the current snapshop of 1.2). tried it with both, and they both crashed. disabled them, and it works fine.
 

Shmitz

Old Hat
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Nov 12, 2007
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PMAvers: Could you do me a favor and see if you see the same crash in beta 2? I never heard of this crash before the update that allowed the CTF HUD to be used. If beta 2 doesn't crash, than somehow it has something to do with the new HUD mechanic. If it does, than it's something else about that update that's conflicting with the admin software.

It'll be useful to know if I need to inform Valve about it.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
PMAvers: Could you do me a favor and see if you see the same crash in beta 2? I never heard of this crash before the update that allowed the CTF HUD to be used. If beta 2 doesn't crash, than somehow it has something to do with the new HUD mechanic. If it does, than it's something else about that update that's conflicting with the admin software.

It'll be useful to know if I need to inform Valve about it.

Sure, let me check to see if I've still got it uploaded.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Okay, after testing it, it still will do it with b2.

Was able to get this from the console, and I'm assuming that's the crash.

./srcds_run: line 352: 20452 Segmentation fault $HL_CMD
Add "-debug" to the ./srcds_run command line to generate a debug.log to help with solving this problem
Wed Feb 18 21:43:58 EST 2009: Server restart in 10 seconds
 

ColdFire

L2: Junior Member
Mar 11, 2008
87
15
ColdFire: Do you mean back when b2 was first released? Or do you mean more recently than that?

I've "always" had the timeout bug at stalemate (or when the attacking team fail to win on the last part, the boat or the volcano), it has always made my server crash.

I'd forgotten about that after we removed tc_meridian_b2 a few monthes ago, due to this bug and my players complaining about the no ctf hud.
I put the map back when the ctf hud came and you released b4 (didn't have time to put b3), and the same ol' bug is here :/
 

Shmitz

Old Hat
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Nov 12, 2007
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I've been making changes to the boat as well, to try to bring it on par with the Red lair defense round. The boat was a bit worse for sentry farming and a bit worse for blue being unable to respond well once the intel got picked up and taken out of the bridge area.

Here are a couple screenshots of the progress on this:

Upper deck sniping ledge, accessible from the bridge spawn room.
tc_meridian_b4dev05.jpg


Ship's hold, expanded and now containing the intel.
tc_meridian_b4dev06.jpg


When these changes are ready to be tested, I will make a special Boat-Round-Only version of the map.
 

[SpA]Lim-Dul

L1: Registered
Aug 5, 2008
19
8
Niice, Shmitz.
You know that I'm a (not so) secret admirer of your work so I'll try to push tc_meridian into the test cycle on our servers again once another beta is ready - Valve's overlay fix will surely make many players change their minds about the gameplay which was previously deemed pretty chaotic for this very reason (I mean, the lack of an overlay).

Your plans to get the map ready before the next update (Scout) have failed because of Valve but I sure hope you'll finish it before the next one - hands down, have you ever been contacted by a Valve employee about the project? The concept alone is so awesome that it should have grabbed someone's attention... I wonder if the fix was meant to benefit this very map. =)
 
T

The Asylum

Please tell me that you've done something to make the map more Sniper-friendly. Most otherwise prime Sniper perches in b1 were kinda cramped.
 

Shmitz

Old Hat
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Nov 12, 2007
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Please tell me that you've done something to make the map more Sniper-friendly. Most otherwise prime Sniper perches in b1 were kinda cramped.

Feel free to download beta 4 and see for yourself. This is one thing I am looking for feedback on, as I have been attempting to make it more sniper-friendly. Not being able to snipe well myself, I find it harder to judge whether or not the changes and additions are particularly effective.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
I had a nice stroll through b4 yesterday and honestly the changes you made were just SO right on. I'm totally in love with the new temple, it feels like a very well-constructed professional quality map with a polished new environment. Every class felt balanced, including Sniper. With the window on the boat that's a great spot, the sub-base vs. temple has some nice spaces, and the robot base has good views. Perhaps the village is hard to snipe with because of the lack of wide spaces, but the bridges can be effectively sniped if said Sniper was sufficiently skilled.

>:3

This map deserves a Valve release more than all the other (old) maps added in this update combined, IMO. <333



EDIT: Shmitz I just remembered I took some screens of a couple things I noticed and one proposed change... sleep now and I'll host 'em up later!
 
Last edited:
Feb 14, 2008
1,051
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One tiny problem I find with the map is that the flag point thingies (metal) are solid, so whilst I was running to get the flag it felt like I should run through them, not bump into them.