cp_silvertrail

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Grim: not yet. And I would love to if you could convince the cc guys to run the map :)

Flubber: Nice, getting it in regular rotation would be wonderful now that I'm getting closer to beta (gameplay balancing). Heatmaps are welcome, is there something I could provide to make them easier to draw/produce?

All: Still working on a7, Expecting to release sometime this weekend. I would include a screenshot of [thing] but I havent compiled anything new, and hammer screenshots always look odd.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I wasn't around for last gameday so I don't think I've played it, maybe this weekend.

As far as cC, just go to their forum and submit your map, it'll go up on the next mon,tues most likely and after it is played for 5 minutes the vote will come up. At the very least you'll get a rating, if above 3 it stays on server and is up for nomination/rtv at all times.

You can also request feedback and at least someone will try and give you some. If you play on the server you might hear some feedback too as it is alltalk.

--edit, OK, after looking back at earlier posts I do recognize it.
I actually liked it on the 2 gamedays I played it, looking foward to a newer vers.
I think most players at cC at least like textures. Most of them like playing new maps but maybe not dev tex maps so much. I think if it's fully textured (even if not completely detailed or tex aligned) they will give it a decent rating.
 
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GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
Grim: not yet. And I would love to if you could convince the cc guys to run the map :)

Yeah, if anything captainangry has an account here you could PM...but if you want ppl to test your map I figure it's worth going to their forum to ask
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Flubber: Nice, getting it in regular rotation would be wonderful now that I'm getting closer to beta (gameplay balancing). Heatmaps are welcome, is there something I could provide to make them easier to draw/produce?

All: Still working on a7, Expecting to release sometime this weekend. I would include a screenshot of [thing] but I havent compiled anything new, and hammer screenshots always look odd.

Well i'll wait for a7 (for the block bug), if you can just provide a leveloverview screenshot and max/min XY coordonates, otherwise i'll do it it's not that long.
 

jasska

L1: Registered
Sep 8, 2008
8
0
Just wanted to say that I really like the layout on this map, different gameplay on each CP and the fact that it doesnt copy that much from gravel pit.
Only thing that didnt look right to me was that silver texture near point C. First time I thought it was some graphic bug so I noclipped down there to check it out. On the carts at point B it looked good though so is it just lighting or cubemap problem?
But still excellent work. Im really looking forward to the next version.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Alpha 7 released!

Download: http://forums.tf2maps.net/downloads.php?do=file&id=869
EU mirror: http://213.115.191.55/~ravidge/cp_silvertrail_a7.zip

Updated the first post with new images.
(if you're lazy):
http://i305.photobucket.com/albums/nn220/Ravidge/cp_silvertrail/a7/cp_silvertrail_a70019.jpg
http://i305.photobucket.com/albums/nn220/Ravidge/cp_silvertrail/a7/cp_silvertrail_a70020.jpg
http://i305.photobucket.com/albums/nn220/Ravidge/cp_silvertrail/a7/cp_silvertrail_a70018.jpg


Changes:
No more dev textures (I think).
B-C connector got larger, added another entrance to B area.
Radio tower now blocks grenades/rockets/bullets.
no one reads these lists...
Blocking bug fixed (I hope! these errors keep coming back)
Tweaked bloom and HDR lighting (not sure if it got any better)
Other things!

=======

flubber: There's an overview picture at the bottom of the first post. coordinates from hammer: top left; -3008, 3424 bottom right; 2928, -4592
I don't know if that image will do the job, if not- tell me what needs fixing.

jasska: The silver texture uses some special settings to reflect light, in previous versions it was set to reflect as much as possible... I lowered it by 25% and made some changes to the base texture (whiter rocks). Even feedback on small things like this is really important, thanks!
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Should do the trick, should have the first heatmaps tomorrow morning (EU time).
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
detail wip! All of the pictures are of the A-C connector. The floor feels empty, but I don't want to place props right where people are going to walk (because I hate that as a player). And again, these are wip pictures, I'm still adding and fixing with these sections :)

cp_silvertrail_b10000.jpg


cp_silvertrail_b10001.jpg


cp_silvertrail_b10002.jpg


Cluttering the playing field with distractions is not a good idea for gameplay so I'm trying to make simple shapes and patterns that looks good but does not take focus from the game. Tough balance to maintain...
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Gameday bump.

Teams were a bit stacked I think, so 50% of the players probably disliked the map :)
Anything that needs changing/fixing before I roll out the beta 1? (still weeks away..)
How did the different classes perform? Tell me if you felt some class was at a disadvantage throughout the entire map (or unfair advantage).
 

Mar

Banned
Feb 12, 2009
607
63
[AoC] would really love to give you map a comp playtest. Please check this out.

Steam me (steam id: b_Mar_d) if your interested.
 

MungoKing

L3: Member
Jul 12, 2008
148
47
Seemed like a lot of people were wanting more healthpacks, myself included. I think the most noticeable areas where healthpacks were absent was in between all the points- often died there of fire. Other than that I had loads of fun, especially as scout (lots of stuff to jump around on) but heavy and soldier were good as well. Everything seemed balanced to me. Spawn times are fine (not sure why that one guy was complaining about 15 second spawn times for BLU >.>)
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I made an image to show where all the health and ammo spawns are located in the map. Blue is health and orange is ammo. There are 2 medium health in total both are the ones placed closest the bottom (one at A, and one at B). All other health pickups are small. the ammo is mostly small-medium, the single full ammo is in the B-C connector.

Compared to gravelpit, this map has slightly more health. I probably wont be adding more, but if anyone has any placement suggestions I'm all ears :)
Personally, I think its good as it is. But you never know, someone might have some really neat ideas to share.

cp_silvertrail_a7_healthammo.jpg


Summary:
A area: 1 small, 1 medium health
B area: 1 small, 1 medium health
A-C connector: 2 small health
B-C connector: 2 small health
C area: 1 small health
 
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Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Hello. I played the map twice with Flubber. I must say that while I did appreciate the fights around B, I wasn't so pleased with both other points.

A lacks some natural route for attackers, resulting in erratic confrontation between offesive players and some red trying to reinforce the point. I do understand your will to promote cunning use of vertical difference, but for the moment, falling down is mostly felt as punition rather than any tactical advantage. For non jumping classes, it involves running around finding a good exit, without gaining anything. Im ust add that the excentred position of A remove flanking manoeuvers for both teams. By contrast, some exciting fights did happen around B.

I almost found C more difficult to take than its gravelpit counterpart. Maybe because red can navigate into efficient defending position much quicker than on the official map. And runing to the point using the wooden catwalks is quite risky while falling/going into the lowest level doesn't grant you anything. In gravel pit, the situation would be seemingly the same, but

->there is less distance to go through without cover
->being at the bottom of the C zone is not a big disadvantage because there is one very covered access to the tower in there. In your case, you must use these side ramps were most dreadful things can happen.

On the visual level, I like your detailing preview. For the exterior, I humbly suggest you give the light some light colored tone, warmer or colder as you like. Desaturated wood and alpine textures can create quite a sad/depressing mood within a neutral environmental light.
 
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Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
It's come along quite nicely.

B is a great point. C I don't mind. A is a little tough due to reasons Uriak stated.

We won both rounds when I played so it can be won from each team.

Don't really have more to comment I guess. I would enjoy playing it at anytime, so that's good. I guess if anything were to change for the better it would be A. Might be a little tough to cap but like I said, we capped and defended successfully.