goo refinery

prefix

  • CP_

    Votes: 11 36.7%
  • DOM_

    Votes: 19 63.3%

  • Total voters
    30
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Apr 13, 2009
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Lame excuse of a plot :closedeyes: :

BLU and RED are presently fighting for control over a refinery. This facility produces a unique substance, that, through adequate application, could shake the balance of power in either side's favor.


Objective:

Capture control points and hold them as long as you can !
To win, each team must accumualte 100 domination points.
1 domination point is awarded every 5 seconds for each control point owned by your team.
Control points currently do not grant a forward respawn or any other advantage than counting towards victory.

There are 3 control points in this map :

A is stretched and offers oportunities for sniping (supposedly).
B is quite open and can be accessed from many directions.
C is rather cramped and designed around close quarters combat.

All 3 involve some form of vertical advantage that can be exploited.


Known issues :

In the rare occurence where both teams reach 100 points at the same clock tick, either one will be chosen as the winner, though I am not entirely sure which one (whichever holds A ?). I'll set it up to stalemate at a later time.


Additional credit :

Artesia's excellent lettered CP holograms.(pakratted A, B, C in the map, if that's a problem please tell me)
TheBladeRoden's domination prefab, for inspiration, though my entity setup is different and more simple.


All comments are welcome as long as they remain constructive.:blushing:


Update notes :

Alpha 1b :
*Grey is the new orange, ground dev textures have been changed to a lighter tone of grey, overall it's more bearable to the eye though I wouldn't call it pretty.
*Very basic 3D skybox, a couple of ships in the distance.
*Fixed various lights that were badly oriented and/or not powerful enough.
*Fixed a few props that were looking the wrong way




Alpha 2 :

*There's now a hud that tells you exactly the progress of each team (strongly inspired by TheBladeRoden's domination prefab). The team colored bars that were spread throughout the level have been removed.
*The area around C has been made a little more spacious.
*The spawns are now a little closer to the objectives, which hopefully should help heavies get into the action more quickly.
*Respawn times have been slightly decreased. Respawn time keeps decreasing as the game progresses (the better the other team's domination score, the shorter your team's respawn waves)
*Removed annoying pillars around B, and clipped the train 'trenches' so you can walk out of them instead of having to jump.
*some people suggested I make instant caps, other people suggested I make them longer. I've decided to take one extreme and make caps instantaneous to see how it works out.
*Fixed the sliding doors around B that could be triggered from the other side of the building :facepalm
*You can now jump/fall/be pushed into the water at C.
*3D skybox is done
*Lighting props and effects are mostly done
*Various optimisations, possibly areaportal-heavy, framerates are good for me compared to Valve maps, gotta see how it will turn out for other people and with more detail.
*Hopefully I haven't forgotten to include a file or two this time...

Alpha 3 :

*Back to 10 seconds caps for a single non-scout
*Overall reduced and tweaked health and ammo placement
*Layout changes around C :
-1 of the 3 giant tank things has been removed on each side, it's now possible to reach the top of the containers without returning to B or sticket jumping.
-The small hideout on either side have been made a little closer to the center of the action.
-The platforms that let you get out of the water have also been made closer to the center.
*Layout changes around A :
-There's a small building on the roof, separating the BLU and RED sides. I hope it makes a decent sentry emplacement.
-The open containers on the tracks have been closed off, no one seemed to go inside and it looked wrong anyway.
*Text fixes as suggested by ABS.
*Removed the announcer's... announcements, they get extremely repetitive after a while due to the points often changing hands. We'll see if it was a bad idea.
*The buzzer warnings at 25, 50, 75 and 90% are still there but will only buzz once for he first three and three times for the last one. Hopefully it makes them less annoying.
 
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Ezekel

L11: Posh Member
Dec 16, 2008
818
245
looks interesting from the pics... how about a download link?


whats teh file name? goo? goo_refinery?
 
Apr 13, 2009
728
309
cp_goo_refinery_a1 is the name so far. Download link will be up soon enough. :p

EDIT : Download link is ok.
 
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Ezekel

L11: Posh Member
Dec 16, 2008
818
245
so the file name is goo_refinery.

well based on what happened with furnace creak and arena_refinery, i'd want to know what people think regarding the similarity between arena_refinery and cp_goo_refinery.
could they get mixed up by pubbers?
 
Apr 13, 2009
728
309
Ask FLOOR_MASTER for a playtest.

For a first time, I'd rather stick to the TF2M gameday. If it proves to be somewhat successful (as in... remotely fun), I'll consider submitting it to other places. :blushing:

AS for the name... Well, finding an original yet simple name can be a pain in the neck... We'll see about that... may be just goo, or slime, or something along those lines would have made it ?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
well based on what happened with furnace creak and arena_refinery, i'd want to know what people think regarding the similarity between arena_refinery and cp_goo_refinery.
could they get mixed up by pubbers?
cp_furnace and arena_furnace is analogous to cp_well and arena_well.
arena_refinery and cp_goo_refinery is analogous to arena_badlands and pl_badwater.

Sure they both have 'bad' in them, but it's really not similar at all, nor is this name situation similar to the furnace one.
(and for the record, people would probably refer to this one as goo, as that is the most memorable part of the name)
 
Apr 13, 2009
728
309
I'll be running this map during my playTest Monday and Tuesday
http://gaming.calculatedchaos.com/phpBB3/viewtopic.php?f=16&t=2205

Err... Thanks for this but... care to wait for me to upload a very minor update ? :eek:hmy:
I fixed a couple of lights (to remove some too dark areas or other distubing artifacts), a few props that got messed up in the mirroring, and replaced the orange dev texture with a less eye-agressive grey one. Nothing has change gameplay-wise, but still...
 
Apr 13, 2009
728
309
Alpha 1b :
-Grey is the new orange, ground dev textures have been changed to a lighter tone of grey, overall it's more bearable to the eye though I wouldn't call it pretty. Yet.
-Very basic 3D skybox, a couple of ships in the distance.
-Fixed various lights that were badly oriented and/or not powerful enough.
-Fixed a few props that were looking the wrong way.

Also, dom_ seems to have the preference of voters for now, but I'm going to give it a little more time before I take a decision regarding the file name :p
 
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captainAngry

L420: High Member
Feb 1, 2009
434
247
Err... Thanks for this but... care to wait for me to upload a very minor update ? :eek:hmy:
I fixed a couple of lights (to remove some too dark areas or other distubing artifacts), a few props that got messed up in the mirroring, and replaced the orange dev texture with a less eye-agressive grey one. Nothing has change gameplay-wise, but still...

Hey, no problem. I updated the version this morning.
 
Apr 13, 2009
728
309
A and c are way too small.

Possible, but since there are 3 points available for capture at the same time, I figured player trafic would be less intensive than on a traditional cp map. Time will tell soon enough.
That would be ironic though, considering my previous map was way too big... Can't I get the scale right even once ? :closedeyes:
 
Apr 13, 2009
728
309
Ah. Fine, this looks salvageable. :)

I had the chance to be there when my map was played, we had a couple of rounds on the map. It took a couple of minutes for some people to understand the concept of the map and the purpose of the domination-meters dispersed throughout the map, but I didn't have to explain anything myself, some people figured it out right away. By the screams on the mic (omg we need to capture more points, I hope we're not gonna lose ! ) it seems some people enjoyed it, but maybe it was a little too frantic. :D
Some people suggested scouts were a little powerful but frankly it's hard to make an objective judgement without further playtime. A sourceTV demo would help too. Personally, I tried playing as heavy and engineer with little success and was considerably more successful as a soldier.

Needs more testing, I'm unsure what needs fixing.

Besides, it feels weird to 'review' my own map, not the most objective judgement there is, eh ? :p
 

captainAngry

L420: High Member
Feb 1, 2009
434
247
I think changing the prefix to DOM would help some of the confusion. The map played nice. The indicators for who was winning could use some work and props/details can be refined.

DOM maps are hard to test because it's hard to see everything at once and since both teams are capping all points there can't be too much of an imbalance.

I think that the map was fun. It got good ratings and people seemed to like it. I didn't notice anything specific that needed to be updated but now that it's in the regular rotation I'll keep my eye out for more specific things that could be improved.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
well..you know all the issues
1)doors triggered somwhere from a galaxt far far away rather then by players
2)no hud,even test one,that shows you points
3)dark sniper windows at cp A,you cant get where are u shot from untill u die
and some more..hm..of my opinions
1)mb too hard to re-cap point B
2)mb too long cap times,as its domination map it should bee faster
3)u can make respawntime even shorter

but,i liked that game mode and the map overall
good luck!
 

captainAngry

L420: High Member
Feb 1, 2009
434
247
The map still plays nice and I think the ratings took a hit because the teams seemed stacked. Do the teams switch when the rounds end?

I still think with a better indicator people would know the urgency in what they were doing. A HUD would go a long way.


 
Apr 13, 2009
728
309
Oops, didn't see that. Too bad didn't have time to watch the demos. It seems the latest update hasn't broken them so I'll check them out anyway.
No teams didn't switch when the round ends, there is no much point anyway (though admittedly, it's not perfectly symetrical). Ideally there should be a team scramble after each round or so.

aplha 2 is ready.

Edit : OK, can't update first post so I'm gonna post pics here for now






*There's now a hud that tells you exactly the progress of each team (strongly inspired by TheBladeRoden's domination prefab). The team colored bars that were spread throughout the level have been removed.
*The area around C has been made a little more spacious.
*The spawns are now a little closer to the objectives, which hopefully should help heavies get into the action more quickly.
*Respawn times have been slightly decreased. Respawn time keeps decreasing as the game progresses (the better the other team's domination score, the shorter your team's respawn waves)
*Removed annoying pillars around B, and clipped the train 'trenches' so you can walk out of them instead of having to jump.
*some people suggested I make instant caps, other people suggested I make them longer. I've decided to take one extreme and make caps instantaneous to see how it works out.
*Fixed the sliding doors around B that could be triggered from the other side of the building :facepalm
*You can now jump/fall/be pushed into the water at C.
*3D skybox is done
*Lighting props and effects are mostly done
*Various optimisations, possibly areaportal-heavy, framerates are good for me compared to Valve maps, gotta see how it will turn out for other people and with more detail.
*Hopefully I haven't forgotten to include a file or two this time...

As a side note :
*No actual goo in this release :bored:
*Still mostly dev textures
 
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