[BETA]Dom_Complex

TheBladeRoden

L420: High Member
Oct 26, 2007
491
168
Well I was hoping to wait a little longer to put more more decorations in, but I guess I'll have to release Beta3 just so people stop playing Beta2.

http://tf2maps.net/downloads.php?do=file&id=24

v 0.3 Changes

-Scaled map 150% to improve room.
-Added more lights
-Added holographic score meter to each Control Point
-Fixed a bug where the map didn't end once a team lost all the spawns
-Added some more decoration
-Added HUD icons and signs for improved navigation
-locked down with playerclips
-some suprises!

http://tf2maps.net/downloads/complexpromo3_UjH.jpg
 

YM

LVL100 YM
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Dec 5, 2007
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Nice, forwarding this to our server admins now, I personally love this map but we took it out of rotation due to mass of n00bs saying "WTF I'm lost" Hopefully we can put it back in now without that happening again.:thumbup:
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
We played this map during game day yesterday and it actually surprised me how fun it was. It's a frantic race to run around and see if you can capture the points faster than the other team. My only complaint is that, while it needs to be confined, it just seems TOO cramped. Especially in areas like the CP with the pipes. It's nearly impossible to move with more than a few players in there.

At this point I don't know how difficult it would be, but my only suggestion would be to create some more open spaces. TF2 allows for some pretty cool movement options with some classes like the scout, demoman and soldier. Allow players to take advantage of that.
 

YM

LVL100 YM
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Dec 5, 2007
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Played on it just now. much better
-You need a few more cubemaps, the reflections on certain surfaces are a bit out of place.
-You still need to sort out cameras so when you die you aren't just looking at sky.
-Getting lots of complaints now about one team not being able to spawn once the other team owns all the CPs I know this is intentional, but now everyone is whineing about it.
-The score holograms on the water CP come through the walkway above it, doesn't look very good.
-You need to keep working on textures and props, but you already know that.
-The doors are a little bit confusing, I spent quite a while thinking they were blocked off untill we capped certain areas. I was eventually forced backwards into one by an enemy and to my suprise it opened and let me through...

Love the map. Great fun.
 

TheBladeRoden

L420: High Member
Oct 26, 2007
491
168
Love the map. Great fun.

Remakes of maps from other games are useless.

You confuse me, Youme.

P.S. Do you have any recorded demos of games being played?

Getting lots of complaints now about one team not being able to spawn once the other team owns all the CPs I know this is intentional, but now everyone is whineing about it.

Well the thing I implemented in b3 is that the map is supposed to end once a team is all dead and has run out of spawns, that way they aren't stuck in jail waiting around. Is this not working correctly?

You still need to sort out cameras so when you die you aren't just looking at sky.

I keep forgetting about that.
 

YM

LVL100 YM
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Dec 5, 2007
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Is complex from another game? didn't realise. The new game style makes it worth it though, what I was really going for with "Remakes of maps from other games are useless." is maps that haven't got a similar gameplay mode to TF2, for example that horrible de_dust remake for TF2. (about to alter my sig to make that mroe clear)

about running out of spawns, when we played I was on the winning team each time, and we heard complains from the other team that they couldnt spawn. I shall endevour to find out.

Demo files, no, I haven't played with recording demo files I shal see what I can do. How big would a half hour demo file be?

I've only reminded you about those cameras, what, 3 times now :p
 

roninmodern

L3: Member
Feb 5, 2008
124
5
Gah, complex was annoying(ly fun) in Goldeneye. I could enver find the enemies in it!

Are you going to include the hidden areas in the walls like the Goldeneye version had? Those would be great for spies or pyros.
 

YM

LVL100 YM
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Dec 5, 2007
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my word, its identical. And I'm only 16 not 17. :) But I do remember playing perfect dark at some point, aswell as goldeneye.
 

Voztron

L2: Junior Member
Jan 14, 2008
78
1
I like the idea, i just think the map is too confied and confusing to get around. I think the more detail you add the more people will be able to remember where things are. It is important you make each CP area unique but make sure it flows throughout the map.
 

TheBladeRoden

L420: High Member
Oct 26, 2007
491
168
It took me all day but I finally got a real time scoreboard working

complexscorebar2.jpg
 

hacky

L2: Junior Member
Dec 13, 2007
83
0
Already brought these up in chat, but I'll say them again.
- If the game ends and the score is very close, both teams can win. Last night, blue won by reaching 100%, and during the victory period red reached 100% as well. Chat was hilarious. :)
- The secret area on the 2nd floor of the rectangle room, its door cannot close with a player inside. I was a sniper at the time.


Speaking of Facility, let's remake it as an attack/defend map. :)
 

TheBladeRoden

L420: High Member
Oct 26, 2007
491
168
I wasn't awake for the latest playtest but apparently a couple of bugs were going on that warranted a hotfix asap.

so now I present dom_complex_b3c :D at the usual dl location.

v 0.3c Changes

Bug Fixes
-fixed blue players spawning inside a playerclip
-fixed a bug where teams with similar scores would both win the round.
-fixed a couple more geometry holes
-fixed a couple malfunctioning signs

Additions
-Added real time scoreboard instead of intervaled popups.
-Added more lighting
-Added observer cameras
-Tweaked vents and some more railings.
-Added 25% more to the CP capture time, trying to lessen the random ninja captures.

Thanks to Dirtyminuth and LittleMissPkunk for demo recording, there's only so much data you can collect playing it by yourself.
 
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TheBladeRoden

L420: High Member
Oct 26, 2007
491
168
ok another hotfix today, hopefully the last one

Updated 2/10/08 again

v0.3d Changes

Bug Fixes
-Fixed CP signs not showing up when RED team caps them initially
-More skybox leak fixes
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
Hey Roden, I absolutely love what you are doing with the scoring system in this map. I was wondering if I could use your system for my own map. The TFC map canalzone2 that I would like to remake had the exact kind of scoring system that you have implemented here.

I am especially impressed by your inclusion of a scoring device in the HUD. I figured that not having such a system was the biggest limitation for my map, since people would be unlikely to wanna play if they could not always see what the score is.

I realize that it probably took you hours and hours to get everything working correctly, so I would hate to borrow your work and them someone cry foul. So if you would rather I try and create my own scoring system I will understand.

Also, if it is actually possible to display stuff like this in the HUD, is it also possible to create other things, like boxes to encase the numbers? While the scoring system is very nice, the numbers are admittedly hard to see against some textures. Would be awesome to create a box and font style like the one that displays the score in CTF games.

Keep up the good work Roden.
 
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