[WiP] cp_vandall

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
Vandall - ALPHA STAGES
(cp_vandall_a4)
by midget31394

___________________________________
Revision History (DD/MM/YY)



10th Feb 09 - 18th Feb 09
Dev Blocking, Control Points, Map Entities and Respawn Rooms Finished.

18th Feb 09
Alpha 1a released

20th Feb 09
Alpha 1b released with major bugfixes.

21st Feb 09
Alpha 2 released

23rd Feb 09
Alpha 3 released

26th February 09
Alpha 4 released.

___________________________________
Log:

Alpha 1a released - 18th February 2009

********************************

Alpha 1b released - 20th February 2009


Fixed Basic door mistakes.
Fixed engineers being able to build in deadly water.

********************************

Alpha 2 released - 21st February 2009

Made sure building on grate wasn't possible.
Made large door at A open when the point is capped
Added ramps for defence to get to the side routes at A
Added cover at A
Added more healthkits
Made defence's respawn a bit longer
At control point D gave the defence the height advantage.
Stopped control point C from being able to be capped by red
Retextured the water for a more TF2-ish look

********************************
Alpha 3 released - 23rd February 2009

Fixed missing floor at red spawn.
Let Red have a way back to spawn.
Major reconstruction work done to cp A mainly, making it all on-grid
Fixed as many clashing textures as possible
Did major work at control point B

********************************
Alpha 4 released - 26th February 2009

Added 2 more routes to last point
Reworked control point A - again
Made control point D larger

___________________________________
Known Issues:

  • Lighting isn't good
  • Need to lighten some areas

___________________________________
To Do:

  • Refine Lighting
  • Displace control point A
  • Change control point As theme to alpine.
  • More clear signage (Right now each corridor has the letter of CP it leads to)
  • As Much As Possible Testing

___________________________________
Screenshots

cp_vandall_a1a0000.jpg

cp_vandall_a1a0001.jpg

cp_vandall_a1a0002.jpg

cp_vandall_a1a0003.jpg


 
Last edited:

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
Vandall - BETA STAGES
(cp_vandall_a1)
by midget31394

(PLACEHOLDER)
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
Vandall - FINAL RELEASE
(cp_vandall_a1)
by midget31394


(PLACEHOLDER)
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
Alpha 1b Released! It had Quite a few major bugfixes, forgetting to uncheck the touch opens flag is a really bad mistake to make...

~M
 
Last edited:

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
Can you please reverse your log and revision history and update the version number in the first thread :)

You can add that red can recap that one point to the known issues...though I don't remember if it was B or C at the moment.

I think your last point is going to prove to be too small with too few entrances/attack routes when you get more than 8 people on the map.

The first point is much improved, but still just way too big in my opinion.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
I think its pretty safe to say this map is a:

Failure :(

I'm afraid with the amount of shouting down the mic at my map wasnt good... so I feel I should ditch this and go for a new map. Unless one of you guys at gameday can think of a way to salvage this for me...

Yours with a sore head, midget31394 :(


************************************
EDIT: Thanks you guys, I havent completely given up hope.
 
Last edited:

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
It was a little bit big, but i liked it:). Don't give it up too fast!
And another thing: people learn from mistakes!;)
 

KarmaKaze

L2: Junior Member
Dec 14, 2008
52
13
I wouldn't give up on this one. I think the first thing I would add would be a bunch of signs. Maybe add a few obstructions to break up some of the bigger areas.
This is still early alpha...you can make big changes.
Hope to see what you come up with next gameday.
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
I think its pretty safe to say this map is a:

Failure :(

I'm afraid with the amount of shouting down the mic at my map wasnt good... :crying::crying::crying: so I feel I should ditch this and go for a new map. Unless one of you guys at gameday can think of a way to salvage this for me...

Yours with a sore head, midget31394 :(

Don't let the bastards on the mic get to you. Anyone can complain, if they don't care enough to post in the WIP thread screw 'em.

It doesn't hurt to start a new project either. My first map is still on the back burner (and my second is on hiatus until botg hits beta1 ). Don't abandon the map though...particularly if you have stuff we haven't seen.

What I mean to say, is that if you've got the finished detailed version in your head..like you know that point B is part of the toxic water pumping station part of the building, and point C is the place where they dump the radioactive material into the water, and point D is their computer systems controlling the operation, etc....then it doesn't matter how many times you change the basic layout.

Personally, I consider my alpha maps to be like sketches of an idea. Every time I come out with a new iteration, the drawing is a bit closer to what I had in mind when I started.

Now on to slamming your map:
I really think A still needs to be smaller. BUT - what would be even better for me would be a shortcut for red. Perhaps take point D and raise it well above points C & B, and then have hallways with 1-way doors that open straight to A that run above B&C to get to A. Let's see if I can draw that with text....

D ----------> | A
-------B&C

where the | is a 1-way door that gets locked as soon as point A is captured.

In face, you could do:

----------D---->| A
--------B&C
and it might be even better.

I liked how you made point D bigger, but I felt the cap should be more accessible. If I dropped down to the point I couldn't really get to a resupply. When making changes to that room, I'd try to keep in mind valve final points....gravelpit, dustbowl, goldrush.

Also..it seemed like D was really far away for the attackers....might be a reason to consider a forward spawn or rearranging the points like in my second text diagram thing.
 

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
This map can turn out really good. The first time I played this the first cap waaas sooo damn open, you fixed that by adding orange dev blocks, that is progress.

You need to do the same between the first cp and the other points. Maybe make more entrances and paths. Oh wait, no more paths, it was a freakin maze in that building. But thankfully i learned after a while. Try and put out some A, B and C signs with arrows pointing to the right direction next to them. it would help alot.

And breakable floor isnt something you see in TF2 everyday, I think thats the reason why everyone was like wtf!

Conclusion, very good map, I think it was better balanced then my pl_borax_a7 so yeah good work on that ;D
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
I s'pose I need to redo cap A. For two reasons: It was too open and when I had made alot of alterations while saving through, compiled and every chang I had made was gone, I did a normal bsp, vrad and vvis. Went back into hammer and everything was gone. I've already started my next map (Again a 4cp gravelpit style (I wanna make a really good balanced type of map like this)) When I get into July I think you'll be seeing *alot* of versions being fired about for each map since I am off school for about 7 weeks.

~M