Ghost Town

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
pl_ghost_town_a9 has been released.


This is hopefully the last alpha. I've altered where Blu spawns after capturing the second point, and added a forward spawn after the third point. Hopefully these relatively small changes help gameplay, and I can move on so that this "contest" map can finally be finished :)
 
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TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Okay, so if you've spent any time in the tf2maps.net chat room over the past two days, you've probably seen a ton of screen shots of a5b, specifically the brand new 2nd point. But for those of you that haven't, here are a couple of shots just to prove to you that this is not dead. In fact, the *plan* is to go through and add entities tomorrow, get everything working, and release this version.

At the end of the area looking back, specifically at the train station.
pl_ghost_town_a5b0019.jpg




Inside the end of the train station where blu enters (by jumping on the roof). You see through the wire to the red spawn. Note that the door closes after the first point is captured, making red take an alternate route.
pl_ghost_town_a5b0020.jpg





Just a shot of the area. Note the cliff on the left side. Its a back entrance to the cave.
pl_ghost_town_a5b0021.jpg





Another shot. You can see where the cart descends into the cave, and then exists again.
pl_ghost_town_a5b0022.jpg




Just a little overview of this portion of the map.
pl_ghost_town_a5b0023.jpg




Well, thats all I have for you guys today. Still tweaking some things and placing basic props. Hopefully I won't have any issues tomorrow and I'll be able to get it out right away, though I am a bit worried about setting up the platform that the cart goes down into the cave on, so if you have any advice there, it'd be great.
 

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
Looking very good. Just a heads up, by the looks of the screenshot attached to the original thread post, it will be very confusing to learn the map, there are too many paths and you dont know where the main path is. Try to think about that. It will be very useful.

Seeing forward to this detailed! Keep it up! ;)
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Just a few things:

Dodgey hud- http://www.flickr.com/photos/28746141@N08/3384050771/

These props have no collision mesh, you can walk straight through the wood, I didn't check but you might also be able to hide SGs in there. Also you'll see the rock props are wireframe.. whats with that?? http://www.flickr.com/photos/28746141@N08/3384050749/

This is me stopping the platform from coming down just by standing under it (I had a bot on top). I waited a while afterwards and the lift went back up again, looked kinda wierd, expecially as there was a shower of sparks coming through the ceiling :laugh: - http://www.flickr.com/photos/28746141@N08/3384050809/
This area is also reeeealllly dark.

Some general comments about the whole map:
The distance between the start and first cap is reallly massive, I can't remember how well this played but I can't see it working well especially with the crawlling speed of the cart.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
I'm aware of the issues with the hud. It has to do with the fact that there are actually 4 cps in the map, though only 2 are active.

Hmmm, forgot to set those wood props to bounding box. However, I've never see the wireframe issue myself.

Bah, I had disabled the sparks when the cart moves back onto the platform and starts going up, but I never thought about sparks while the bomb is still on the platform. Thats an easy enough fix.

I'll add additional lighting in that area next build. Good note.

I'm also interested into how that cave plays. As you said, you were able to block the cart while standing underneath. I'll have to double check the size of my cap area, but there are other possibilities as well, such as making the area where the platform stops a pit (it was going to be anyways, just covered), or leaving it as is and seeing how palyers deal with it using the back door/main entrance.

As I recall, and it has been a few months, the first area played rather well, despite the length of the track. Now several things have changed since then, including the distance of the defenders to the point, but I'm hoping it plays as well as before. I'll need a gameday/more public testing to determine that.


Ty for the feedback! :)
 

captainAngry

L420: High Member
Feb 1, 2009
434
247
This map is awesome. We have had the last two versions on our server and have had many great matches on it, even though it only has 3/5 points and is only partialy textured.

Keep up the good work. The latest version banner is green so that means it is in our regular rotation.

 

MungoKing

L3: Member
Jul 12, 2008
148
47
The map was quite fun during gameday, although slightly confusing the first round. Once I got the hang of the layout though it was a good time :). The map seems sort of cluttered, for lack of a better term. I think this is due to the track sort of doubling over itself (or so it seems), and sometimes the main path isn't quite clear, such as how you can go from Blue Spawn to the first capture point without ever going onto the lower ground to go near the cart. I wouldn't say it's a problem though, it worked well. I can't wait to see more of the map get fleshed out, there's just something extremely awesome about standing on rooftops that I can't quite put into words :p. One minor thing though, just looks a bit odd:
3415268679_a66d1b5f71_o.jpg


Also, as red, whenever I stood over the first midcap a sound like I was capturing it would come on, and then when I left a sound like a CP reverting back to 0% capped would happen, not sure what that is.

Well, hope that helps, looking forward to completion of the map!
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
TY Mungo. Oddly enough, I had never noticed the issue with some of the ground clipping through the logs. That'll all be fixed when I turn brushes into displacements and whatnot. As for the sound, I've had some other people mention it, and I'm pretty sure I messed something up when setting up the entities in my payload test map.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
So I sat down and worked on this the past two days. Got most of the third point done, and I'm working on the 4th and some of the transition area between the two. I figured at the rate I'm going, I could probably have something ready for gameday next weekend, but then I remembered I have 2 midterms and a project due this week, so that probably won't happen. Still, it'll be nice for ghost town to be a full map again.

Overview of the new points:
pl_ghost_town_a60004.jpg



Different view of the 4th point (so far). Note, thats a 512 height difference between where the cart enters and where it exits.
pl_ghost_town_a60005.jpg



Finally, some older (as in Saturday afternoon/Friday night) shots of the third area.
pl_ghost_town_a60003.jpg

pl_ghost_town_a60001.jpg
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
hey,and what server is that raiting from? i badly need some testing
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
Note, a6a has been released to fix some minor issues in the previous version in time for gameday. See the change log in the first post for specifics.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
Played a6a today during game day testing. Like the layout. Looking forward to what you do with detail. Here are stats for 2 rounds I played: (1) Blu won. Close with only 20 seconds left. (2) Red won. Blu did not make it to point 1.