[WIP] pl_vipersden

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
awesome!
You should make blu's and red's on the gallow, and if red wins the blu gets gallowed, if blu wins red model gets gallowed.
That is epic
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
awesome!
You should make blu's and red's on the gallow, and if red wins the blu gets gallowed, if blu wins red model gets gallowed.
That is epic

Well if Blue wins there is the explosion, but we have thought about heaving the imprisoned Medic and Heavy, in Red town jail, taken to gallows somehow (not too graphic) if Red wins.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
I love Zapp and Rodger!

Like our motto says, "The func_train has left the station." Jive Turkey is working on integrating some opening funk tunes to the start of map.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
Got busy with the real world and don't have enough time to get pl_VipersDen_b2 out tonight. It is ready, besides packing, and will definitely be out tomorrow. Look for it here in the map download section.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
:woot: Beta 2.0, featuring the Viper Cart, Uploaded


Major bug found. Release pulled.
 
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Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
[Release] pl_VipersDen_b2

Forget to update thread. I did get VipersDen_b2 released late on Saturday. Gameplay (team balance, class balance, etc) is really nice IMHO. We are now focusing on detail, and although b2 isn't too bad to look at, b3 will be much nicer.

Download: pl_VipersDen_b2

Remember to leave feedback in this thread if you play it.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
Gameplay footage vidoes and bella 3D Skybox

Here are a couple videos of pl_vipersden_b2 in action, from a play test this prior Wednesday night.

[ame="http://www.youtube.com/watch?v=0gFl-WRkrSE"]Gameplay Footage 1[/ame]
[ame="http://www.youtube.com/watch?v=_wuQIzvky4M"]Gameplay Footage[/ame]

Jive Turkey's Latest Masterpiece - pl_VipersDen's 3D Skybox



Is that not a work of art? The kid has skillz.
 

Cerious

L420: High Member
Aug 10, 2008
455
133
I'm kinda confused why you have an alpine skybox in a desert map. A desert... in a forest?
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
I'm not liking it. The colors contrast too much in the skybox, going from a bright ground to a blu-green tree to a grey dam with green-blue water, all behind an orange sky.
 

MungoKing

L3: Member
Jul 12, 2008
148
47
Hey, played the map on a 32 man server, though I think it was around 24-28 people at the time, the main issue is just some graphical oddities. For one, you have your skybox extending so far that when you're on that vantage point in between the 'V' of the map you can see who/what is in all the caves of the map, so just pull in the skybox a bit. Also you used a model texture somewhere in that high-up area. The one building that is connected to spawn that is just ridiculously huge, I think it's supposed to be a barn or something? Maybe tone it down a bit. That brings me to the next thing; the map seems overly large, it's good to have height advantages, but not when falling off of them causes 50 damage, and all classes can reach the really large height advantages. So in the middle high-up area of the 'V' maybe have what is now reachable by all classes only reachable by demo's/ soldiers/scouts and maybe have a slightly lower down area that is reachable by all classes to make the point of the 'V' less of a chokepoint. Hope that helps!
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
I'm kinda confused why you have an alpine skybox in a desert map. A desert... in a forest?

As Vander said it is where the forest meets the desert. Perhaps the dam is what caused the desert? This is why its a forest and not scrub tree, because the area behind the dam is verdant.

@ magical potato - really? I think its pretty nice. I agree sharp contrast needs to be toned down a bit. Remember it is a work in progress.

@ Mungoking - Thanks for extended feedback. Can you tell me how many rounds you played and how Blue/Red balance was? As for visual issues, we are working to fix these and most should be gone in b3. As for height issue, this was intentional and while I agree all classes can reach many height advantage areas, it does take longer for them to get there. We will pull up ground some in areas so Red can drop w/o damage.
 

MungoKing

L3: Member
Jul 12, 2008
148
47
I think I was in for one round before the map change, playing defensive scout (which, by the way, is really fun ;P) And I was mainly looking for graphical oddities while I was playing since it's one of the easier things to spot, and easier things to miss as a mapper. Balance seemed pretty good, once the Blue team destroyed all the sentries overlooking the point of the 'V' they got past that chokepoint and proceeded to get very close to capping the last point, but didn't. And the announcer kept saying "The payload is reaching the final checkpoint!" everytime someone touched it. Not sure if that's a map glitch or just a TF2 glitch, so I wouldn't freak out about it just yet. As far as pulling up some areas so red can drop down; Might be good, or it might unbalance the gameplay and make the 'V' point even more of a chokepoint I'd play around with raising the ground around that or lowering the vantage points. Once again, hope that helps!
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
Mungoking, thanks for the additional info. We found the same thing with our play tests, that balance was overall good and it was often a hard fight to the very end. The sound glitch is something we plan to fix.

This WIP has been archived: visit VipersDen Map page for updates.
 
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