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venguard

L1: Registered
Mar 31, 2008
22
3
Final:
Fixed Lighting issues
Added shadow control
Added Ammo packs on top levels on Cap point 2
Fixed all the arrows being the wrong colour
Fixed Up some clipping
Adjusted spawn timers on point 2 by +-2sec
Fixed a NoDraw texture in spawn rooms

Beta 3:
Forward spawn points are now disabled untill 2nd last point is controled
Outside area has been totaly remade and should play/look alot better
Added a ledge on top of main entrances to both base for sniper
One of the windows in the center cap area, upper section now has a smashed window for snipers to use.
Fixed loads of player clipping issues
Fixed Overlapping brushes in Blue spawn
Removed two of the window panels out side start spawn areas for faster defence on last point
Adjusted the respawn timer on last points by 3sec
Moved Resupply cabinet on first forward spawn tot he back of the room to stop players from spamming fire from the door way
Changed the large medkit in blue to med medkit
Changed the bridge train so you can now attack from both sides, but one ammo pack and one health pack has been removed
Fixed misaligned Vents
Removed vents around the water tunnels to allow freedom of movement around the ledges.
Fixed some lighting issues in Red base


Beta 2:
Removed setup time
Removed Lights from point 2 from upper ledge
Changed Full med kit from point 2 to mid med kit
Added boxes on point 2 to get up to SG ledge
Added New hills on center point for scouts to get to upper level faster
Added large ammo boxes out side center point
Spawn zones have been redone to match the look of the map
Fixed a Bug on last CP were you can cap from upper level
Added ammo boxes on tunnels on upper level of Center point
Red Side base has been fully finished with props and wooden walls
Fixed a bug were you could rocket jump up into the over head rocks in outside zone
Added Player clipping to some of the hills outside so its less buggy
Fixed a displacement jutting out in one of the tunnels causing players to get stuck
Removed Vents in Red base to give a more wooden feel to the bese
Removed the arrows point the wrong way in both bases
Fixed Floating Probs on entrance to Cap point 2

Thanks Too:
All the guys from Shacknews.com for testing the map for a few hours


Beta 1:
This a test of the maps balance and frame rates in high action areas.
Spawn rooms are temp place holders
some temp lighting done
some of the player cliping is done
some texture work is done
some rooms have yet to be filled up with props
 
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FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Wow mate, I thought for sure that someone else would have commented on this by now! I walked through it last night and I was incredibly, pleasantly, surprised! It looks AWESOME! With no one else around to test it with it seemed fairly good in the scale and balance departments. If anything the bases are almost too richly detailed for people to recognize all of the routes (which isn't too bad of a thing to have said about your map. ^^)

As far as what bothered me... The visual style was very eclectic. It reminded me a lot of Vilepickle, almost, in that it was VERY densely packed with all these amazing details. Things like the grey rocks right next to the brown ones, though, as well as certain seams between types of buildings, just looked somewhat off.

As it is, the forward respawns need to be sealed off unless they are the currently active spawns because they're far too close to the action and will be used as battlegrounds/health snatching, which is bad! :mad:

The layout would need testing but it seems to hold up extremely well as a 5cp map, I LOVE the vertical areas, and mayhaps with a bit of play this could become a comp map!

<3 and good luck,
-FoXy
 

venguard

L1: Registered
Mar 31, 2008
22
3
As far as what bothered me... The visual style was very eclectic. It reminded me a lot of Vilepickle, almost, in that it was VERY densely packed with all these amazing details. Things like the grey rocks right next to the brown ones, though, as well as certain seams between types of buildings, just looked somewhat off.

As it is, the forward respawns need to be sealed off unless they are the currently active spawns because they're far too close to the action and will be used as battlegrounds/health snatching, which is bad! :mad:

-FoXy

I agree with you 100% on how bad the gray rocks looks with the brown cliff areas, that whole area is being redone for beta3, that whole area turned out to be a big mess when rescaling the map.

I am going to disable the forward spawn point but might keep the middle one (cap point 2) open as its a nice fall back point if you lose the middle point at the start. This should give the losing team a bit of time to hold of the attack till re spawns or to set up defense, again ill have to see how it plays out. lucky iv got a server playing my map tonight so im sure ill find loads of things to fix

thanks for your support with the map :)
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
^^

If you leave Spawn 2 open, close off the angle from its door to the point. That could be easily abused by someone like a soldier or demo standing there by the health and spamming the point. :3
 

venguard

L1: Registered
Mar 31, 2008
22
3
meant to upload this a few weeks ago, been sitting on my hard drive. hope you get some enjoyment out of it.
 

venguard

L1: Registered
Mar 31, 2008
22
3
Kinda a quick more from Beta to Final. :huh:
been almost a month, with very little feed back you cant really do much, the feed back i have gotten back was fairly good, the only complainants about it was the arrows were the wrong way around and it was confusing new people playing it. Im on Alpha one of my new map at this stage (http://forums.tf2maps.net/showthread.php?t=6598), so im not gonna let this hold one me back.

To be honest I am learning more and more about the hammer editor with each map I make, I still consider my self new to it. Not even a year at this stage, I used UnrealEd for over 4years
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
wanna see this on GD,it look very nice!
 

kankle_king

L4: Comfortable Member
Jan 31, 2009
161
86
This map has a lot of potential, but the be honest all you have right now is a middle point. The 2/4 point room are too small and encourage lots of spam. The upper levels are very awkward to get to and we played 3 rounds before we found the med HP at the 3rd level. (?) The last point *sigh* is just 1 really small room with two entrances, spam spam and more spam. Even worse the defense respawn is 20-25 secs while the offense has 10-15. And then even if you respawn you are stuck in this spam magnet coming out of either side (look at last point its like a funnel for spam)I don't mean to sound like a dick, but these are the things stopping your map from being great in a 6v6 game. I only tell you my opinion b/c I test a ton of 6v6 maps, and this has a lot of potential to be a good one. Here is a STV demo, I hope in the future you would release a version where the last point had a much higher ceiling, maybe another level, and the 4/5 point rooms are much larger and less spammy.

edit: Forgot to mention how GREAT the mid point it, one of the better I've seen recently. The fight at mid was exciting and unique every time, there are so many possibilities its a great start to the map. Overall the map looks very good, the mid point looks and plays wonderfully. Sadly it gets stale after that :(
 

venguard

L1: Registered
Mar 31, 2008
22
3
This map has a lot of potential, but the be honest all you have right now is a middle point. The 2/4 point room are too small and encourage lots of spam. The upper levels are very awkward to get to and we played 3 rounds before we found the med HP at the 3rd level. (?) The last point *sigh* is just 1 really small room with two entrances, spam spam and more spam. Even worse the defense respawn is 20-25 secs while the offense has 10-15. And then even if you respawn you are stuck in this spam magnet coming out of either side (look at last point its like a funnel for spam)I don't mean to sound like a dick, but these are the things stopping your map from being great in a 6v6 game. I only tell you my opinion b/c I test a ton of 6v6 maps, and this has a lot of potential to be a good one. Here is a STV demo, I hope in the future you would release a version where the last point had a much higher ceiling, maybe another level, and the 4/5 point rooms are much larger and less spammy.

edit: Forgot to mention how GREAT the mid point it, one of the better I've seen recently. The fight at mid was exciting and unique every time, there are so many possibilities its a great start to the map. Overall the map looks very good, the mid point looks and plays wonderfully. Sadly it gets stale after that :(

I was going to add a Bottom tunnel from last cap point to the side room on point 2, but i got a really big lack of feed back on the map so i felt like nobody really liked the map to much :( if i do get enough feed back on the map, im sure i could make a _final version. thanks for the feedback and STV

edit:
just looked at the STV, the Defence spawn is about 8sec to much of what i wanted it to be :/ grrrr 3rd game looked like good fun...blue push red all the way back from last point to a win. thanks again
 
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kankle_king

L4: Comfortable Member
Jan 31, 2009
161
86
Yes that was a great round indeed. Pushing back all the way from your last to win is a sign the map is doing something right! :)

I'll run it a couple more times and give you some more STV demos, and I'll get some more player feedback and send it your way.
 

captainAngry

L420: High Member
Feb 1, 2009
434
247
I like this map a lot. Getting a SG setup en the enimy water is awesome. Building over the third point is good too. Can you put some health (small or med) next to the 200 metal boxs on the top of the third point?

Other than that, this looks great. It is in our regular rotation.