Ctf_AesopRock

vegit0r

L1: Registered
Dec 17, 2007
17
0
***UPdated to BETA 4 Feb 12 2008***

*** This is a rock2 for TF2 clone, named differently to not tread on the other "in the works" rock2 maps ***



- a large 32 person map
- HDR enabled

(from the Readme)



ctf_aesoprock_b4

[ B E T A 4]

The way to play is you goto the enemy's warden office and steal their intel, then take the intel to THE ENEMY'S gas chamber to score, then everyone has to seek cover in the water, an airlock or the warden's office

BETA 4 FIXES -
-Airlocks to protect you from gas
-Clipping issues
-HDR fixed (no longer over-exposed outside)
-Text tells you to take intel to ENEMY gas chamber
-Gas effect is less annoying
-Spawn doors fixed
-Middle water area is smaller
-each side has one 'broken' elevator that allows the enemy team on the battlements
-Intel is stripped if you try to take it to your base
-Cubemaps fixed


Thanks to:

[P]Q of http://www.clanpact.org/ - for beta testing help
TF2maps.net - The best mappers for TF2
Somethingawful.com - The Aids
Smitz - TF2 Posters
Tobias Greenich - For map help
Team Fortress 2 Mappers (Steam Group) - Playtesting support
Interlopers.net - Scripting











Download here : http://www.fpsbanana.com/maps/44654
-OR-
Download here : http://www.adamfx.com/ctf_aesoprock







Thanks for all the criticisms/reviews to data, keep them coming!
~Vegit0r
 
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Tobias Greenich

L1: Registered
Jan 2, 2008
15
0
I had a problem with capturing. It took about three passes through the base to realize that the Intelligence was in the Warden's Office. Even after reading the objectives at the beginning, and remember that players will probably glaze over that.

It's shiny, but it feels a bit cramped. Lots of tight corners, the bases will be a pyro's wet dream. There were a bunch of dark areas in both bases as well, they could use some more lighting.

The lack of center bridge, over the water, annoys me for some reason. I think some kind of span there would speed things up and provide a focal point.

I'd also leave the elevators on the enemy's side available for use. Locking them out kind of restricts things, and gives the enemy no easy way to get up to the battlements. If they could get to the gas chamber and get up, they would have captured anyways, so no need to run.

Other than that... I'm jealous. It looks great. :D
 

Buddikaman

L3: Member
Dec 31, 2007
107
11
Altough the porportions are off for rock2, overall a great remake. Good job.

-Buddikaman-
 

vegit0r

L1: Registered
Dec 17, 2007
17
0
Tobias : yeah im still figuring out what to do with the center, Im either going to cut the size of it in half or something, Im not sold on it either. The lighting will likely change every build of this. Ill consider the elevators, Id like to join a large server and see how it flows first. Thanks for the advice

Buddikaman: thanks, that means a lot since I love your works in progress and the models youve got in production.
 

ThatGuy

L2: Junior Member
Nov 5, 2007
51
0
Aww boo it's daytime! I prefer it night.

The middle water area does need some changing, but overall it's a very good map! The halls a bit cramped though, and the intel room is wayy to small.

And i've recieved complaints of it crashing some clients TF2

Bad inline model numer 42, worldmodel not yet setup
 

Paddy

L1: Registered
Dec 24, 2007
40
0
well i played it a bit last night and it seems good! i think a bridge would be good across the middle water too!
 

vegit0r

L1: Registered
Dec 17, 2007
17
0
Thanks for the comments :)


I updated it to beta2, I havent had time to make major changes, but I did fix some minor annoyances:

http://www.fpsbanana.com/maps/44654

-Added health/ammo packs
-Fixed issues with spawn doors not opening
-Removed bad models (the hev suit from HL2, I believe this was causing the inline model error)
-Added more clipping
-Fixed HDR lighting in select areas
-Fixed Gas room door speed
-Added gas visual effect
-Gas hurts everyone on scoring side of map
-Fixed intel capping issues
-Changed name to AesopRock


this weekend im going to take care of the airlocks, and try to get started on breaking up some of the space in the middle water area.


And it still seems to dark in select areas, I know :-\
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
Quite an interesting name, but looks good for starters. All of our maps should be getting some play time tommorow :D
 

3_stooges_geo

L1: Registered
Dec 7, 2007
45
2
nice job.
running beta 2
played a couple rounds today,noticed alot of pink textures through out,especially on red side,couldnt read signs on red side leading to wardens office and gas chamber,they were bright white.is this normal or did i get a bad download?
had a tough time explaining objective to players,they insisted on taking intel across water,where of course they would drop it.
the english.txt file is included when they download the map and yes it does show up,tested downloading from server myself.nobody reads it.
perhaps have objective in written on wall in main spawn,perhaps then some will read it,be nice if it could show up on screen while waiting to spawn after dieing.
TF2 players are a hard bunch to get custom objectives across to.
 

3_stooges_geo

L1: Registered
Dec 7, 2007
45
2
Aww boo it's daytime! I prefer it night.

The middle water area does need some changing, but overall it's a very good map! The halls a bit cramped though, and the intel room is wayy to small.

And i've recieved complaints of it crashing some clients TF2

Bad inline model numer 42, worldmodel not yet setup

had full server,24 people ,all crashed with this error while after downloading map.
 

vegit0r

L1: Registered
Dec 17, 2007
17
0
people are able to block doors if they jump on it somehow, quite annoying.
Thank you for this info,
if you have a screen shot that would be great, if not I think I might know what you mean, Im going to try and re-create this now, please let me know any more details youve got though
 

ThatGuy

L2: Junior Member
Nov 5, 2007
51
0
Sorry I don't have a screeny, i've just heard complaints from the guys who play on the server which I manage.

If you've ever seen the Team roomba videos from an older version of cp_well they did the same thing there, this is what someone told me.

there's a disign on the door
makes 'em look good
and if you're standing on it, when the door tries to go up, you hit the cieling
and the door goes back down
so if someone sits there, the team can't leave spawn
i think you might be able to use it against the other team, in theory
well, just make the doors smooth and there won't be a problem
 

vegit0r

L1: Registered
Dec 17, 2007
17
0
ah ok, yeah its the frame around the doors, it is now fixed
 
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vegit0r

L1: Registered
Dec 17, 2007
17
0
BETA 4 RELEASED!

updated a lot of the map, fixed many issues and even got HDR/cubemaps to look nice.
 

3_stooges_geo

L1: Registered
Dec 7, 2007
45
2
BETA 4 RELEASED!

updated a lot of the map, fixed many issues and even got HDR/cubemaps to look nice.
played tonight for 1 round,looked alot better,only problem is that most players are not ready for maps with different objectives,as you may have noticed while you were on.
normaly i would have kicked all the constant whiners but i figured you were interested in the feedback so i left them on,to bad none of it was constructive critisim to help the map become more popular.

make it a cp map where last cap point is gas chamber and losing team gets gassed,that might appeal to the masses.
 

Buddikaman

L3: Member
Dec 31, 2007
107
11
make it a cp map where last cap point is gas chamber and losing team gets gassed,that might appeal to the masses

How sad. I guess the majority of TF2 players have never even played the original TFC. I honestly cant stand the CP gamemode, minus granary.

-Buddikaman-
 

dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
Hey vegit0r - hope you got my demo link I sent via SteamPM this weekend (let me know if you didn't). Went through your map and have a huge list of suggestions (with pics included!) Let's get started!

My console output on map load. You have some material errors, spawns that aren't cleared, models with no collision models (make then Not Solid), and
entities that are parented to themselves.


I hope you plan on making all of these chambers work in b5.
[img=http://img515.imageshack.us/img515/5135/ctfaesoprockb40001uz2.th.jpg]

Place the Intel on the Warden's desk, not on the shelf. Players will be able to see it from the hallway, making navigation much easier.
[img=http://img248.imageshack.us/img248/2149/ctfaesoprockb40002eo3.th.jpg]

Courtyards are still too long. Use displacements for the ground.
[img=http://img518.imageshack.us/img518/4262/ctfaesoprockb40003zw9.th.jpg]

Symmetry issue. RED side has a wooden plank wall, BLU side has nothing.
[img=http://img222.imageshack.us/img222/5468/ctfaesoprockb40004ei9.th.jpg]
[img=http://img521.imageshack.us/img521/1895/ctfaesoprockb40005lu8.th.jpg]

Symmetry issue. This metal platform is present on BLU's side. It's not on RED's side.
[img=http://img222.imageshack.us/img222/7691/ctfaesoprockb40006bs7.th.jpg]
[img=http://img169.imageshack.us/img169/5048/ctfaesoprockb40007zt1.th.jpg]

Symmetry issue. RED side has a large cement corner, BLU side is empty.
[img=http://img229.imageshack.us/img229/3676/ctfaesoprockb40009ek7.th.jpg]
[img=http://img160.imageshack.us/img160/3515/ctfaesoprockb40010xj2.th.jpg]

Chain link fence casts black shadows. Make the fence cast no shadows. It will look better.
[img=http://img146.imageshack.us/img146/5766/ctfaesoprockb40008de2.th.jpg]

Back hallway far too dark.
[img=http://img160.imageshack.us/img160/6355/ctfaesoprockb40011dk6.th.jpg]
[img=http://img444.imageshack.us/img444/2019/ctfaesoprockb40028qb9.th.jpg]

This room goes too far back, and much of this space is unused. Pull the walls in to make the room narrower.
[img=http://img211.imageshack.us/img211/4728/ctfaesoprockb40012ie2.th.jpg]

This light is too bright and too saturated.
[img=http://img211.imageshack.us/img211/4262/ctfaesoprockb40013gd1.th.jpg]
[img=http://img444.imageshack.us/img444/7934/ctfaesoprockb40029js0.th.jpg]

Lights are too bright, making the underside of the roof washed out.
[img=http://img201.imageshack.us/img201/1002/ctfaesoprockb40015pd2.th.jpg]

Beta 2 sign in a Beta 4 map?
[img=http://img201.imageshack.us/img201/6994/ctfaesoprockb40016be1.th.jpg]

Underwater arrow is too hard to see. Add some lights or a more contrasting indicator.
[img=http://img212.imageshack.us/img212/6120/ctfaesoprockb40017be0.th.jpg]

Hallway is too dark.
[img=http://img116.imageshack.us/img116/2889/ctfaesoprockb40019kx9.th.jpg]

These underground tunnels are too difficult to navigate through. Consolodate the number of corners and turns and make the entire area brighter.
[img=http://img116.imageshack.us/img116/9797/ctfaesoprockb40020jl1.th.jpg]
[img=http://img520.imageshack.us/img520/861/ctfaesoprockb40021oo4.th.jpg]

Remove pipes on the ground or recess them into the ground. Lighting is too dark.
[img=http://img520.imageshack.us/img520/4889/ctfaesoprockb40022bl2.th.jpg]

Outside middle hub is still too long. Requiring swimming on the main path reduces pacing.
[img=http://img408.imageshack.us/img408/3258/ctfaesoprockb40023zx1.th.jpg]

Displacement seam.
[img=http://img86.imageshack.us/img86/8024/ctfaesoprockb40024qr6.th.jpg]

Model not touching the ground.
[img=http://img86.imageshack.us/img86/914/ctfaesoprockb40025fe2.th.jpg]

Move the respawnvisualizers in front of the door.
[img=http://img86.imageshack.us/img86/4866/ctfaesoprockb40027tb9.th.jpg]

Overall, the map is too dark, some dimensions too large, and there are a couple areas where you can make map navigation much easier.

Edit: Four images per post is annoying. Should be at least... 27.
 
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