Furnace Creek

CP Furnace Creek rc

Cerious

L420: High Member
Aug 10, 2008
455
133
Hey, I've just started up a new public server that hosts a lot of the [Supers] guys (they're pretty good) and Furnace is a favorite map so far.

I have Source TV with autorecord set up on my server, and I can start an event so that players (good ones too) can come into the server and play the map, and run some tests or whatever if you'd like. Contact me on steam (name is cerious) and I can get some event hosted for the map whenever you'd like.
 

Aragon

L1: Registered
Nov 19, 2008
48
6
People don't do it on Gravel Pit is beacuse it is hard to get into the tunnels. They are not that tall so Demos and Soilders hit their heads. So if Youme put some kinda of block to prevent all but the good Demos and Soilders from going down the pathway. Even if it is a few planks of wood it could stop many people from
going up there.

There is nothing worse than creating opening/shutting doors. It makes it very difficult for teams to remove stickies when a demo-man tries to camp the spawn. I don't see the engineer problem being such an issue as i believe the teleporter entrances should have some way to destroy them. On gravelpit it is really really easy to kill the entrances and generally the only thing that stops it is players coming out of the door. And the thing about soldiers and demos getting into the corridors easier between gravelpit and furnace is rubbish. Any person can point at the ground rocket jump onto the ledge. Stickie jump would probably be harder. Scout jumps would be harder too.
 
Feb 14, 2008
1,051
931
People don't do it on Gravel Pit is beacuse it is hard to get into the tunnels. They are not that tall so Demos and Soilders hit their heads. So if Youme put some kinda of block to prevent all but the good Demos and Soilders from going down the pathway. Even if it is a few planks of wood it could stop many people from
going up there.

What complete twoddle.

Any Demoman or Soldier decent enough to be able to sticky/rocket jump, and Scouts, can get into Gravelpit's tunnels with the slightest of ease. In fact, in 6v6, on defense, teams like to start with 2 soldiers in the B tunnel and one demo stickying the A door.
 

Mar

Banned
Feb 12, 2009
607
63
I'm getting a sizable amount of complaints from my fellow clan m8s that the map is too dark in general. It mainly stems from the fact that most of the map is in shadows. My suggestion you be to make it a bit less of an angle and/or make all the non-environmental lights just a tad brighter and/or make there fall off distance much larger.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Hello, my feeling after some time in our server cycle :

Visually : while the skybox is a bit extreme, I'm fine with that, even if I spot some revenge against the "hoodoo/halfacre is too red" complaints in there ;) The custom content (the solar generators) is clearly underused and barely noticed at the moment)
Clean displacement work as always, but the small canyons working as routes between the several areas are quite dull and repetitive -> some cave entrances and other creative things will be welcome.

Gameplay : the overall design feel quite gravelpit-like, but it's a layout we do kwow as effective. Capture point A is fine, even if the action is a bit crammed in the small wooden building. On capture point B, the defense is barely organized : we see a number of small duel situations spread in all this zone, it's quite fun but übers are not required at all.
On capture point C, almost all fight revolves around the main entrance passages. It somehow lacks the climatic impact of gravelpit last CP.
I can't really explain the cause, but it seems that the gameflow is overall more chaotic than in most CP maps. I've the feeling it's mostly engineers not getting the wibe for the moment.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
The solar panel is obviously a really nice detailed model, I had a look up close. But it terms of optimisation they seem a bit too detailed for being so far back in an massive unplayable area. Why not make skybox versions and achieve the same thing with better FPS? Also that gun is really nice on C but I didnt even notice it while playing. I only saw it after having a spectator fly around for about 5 minutes. Is there any reason to have such a tall spire on C? Make it shorter so the model is noticeable.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
I agree with the shortening of the C tower, but if functionality is a goal, then it shouldn't be.

The Solar panels are Parabolic, right? That means they're redirecting the Sun's energy at the SLUG, and thus would need to be re-angled if the SLUG is moved down.

Though... I don't think it needs that much thinking. Just shorten the tower.
 

Cerious

L420: High Member
Aug 10, 2008
455
133
Wow, retarded post


Mappers have no obligation to anyone but themselves, your clan is retarded and you should quit

Edit: Scratch that, Mar fits right in

I'm the server owner, I'm the one with the idea that Furnace and Yukon should be kept, and I was trying to resist change as much as I could.

Unfortunately, every time the map switched to either of those customs, the server would just empty out, and it would take a gigantic effort to reestablish the server. I've tried just about everything - votes, nominations, even a dynamic map rotation that skipped over the customs if there were too few people. None of those solutions helped out, and in the end I was forced to remove Yukon and Furnace so that the server would become more popular.

The general TF2 community doesn't appreciate custom maps, and as a server administrator running a server that caters more towards Valve maps, I can't run a mix of both or else the server will empty out.

EDIT: oh yeah and hurry up and release b3 already!
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
The general TF2 community doesn't appreciate custom maps

That's because in general no custom map has ever done justice to TF2. Of course now there are a few, but i can see why most players can't be arsed to download "xxx_beta" when the majority of the custom maps out there are a cess pool of contempt-ness against the very foundation of TF2.

Plus, pubs seem to enjoy stalemating and throwing each other endlessly into crossfire to no avail. As seems to be the case so often with most stock maps, despite what the Valve stats state.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
The general TF2 community doesn't appreciate custom maps, and as a server administrator running a server that caters more towards Valve maps, I can't run a mix of both or else the server will empty out.

Your server doesnt have a redirect service to allow people to download maps... so what did you expect to happen when you switch to custom maps.
 

Mar

Banned
Feb 12, 2009
607
63
Wow, retarded post


Mappers have no obligation to anyone but themselves, your clan is retarded and you should quit

Edit: Scratch that, Mar fits right in

So you mean you should be a selfish secretive basement dweller that just likes to map maps that will never reach out to the community at large because you can't help the community?
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
Hey, hey, hey. Furnace Creek is hot enough as is. No need to start some flames in it's own thread.