BeerBowl

PL BeerBowl b8

NightHawK

L3: Member
Mar 1, 2008
107
74
Running around by my self, I've noticed that there is a nasty amount of visual clutter that doesn't assist the player in any way where to go. I spent most of my time trying to figure out if I was facing the right way or not, especially when trying to navigate the alternate routes. Trying to use more, bigger signs to compensate this problem would just make things worse. You need to simplify some of your areas visually to give better indicators to which directions players should be headed. Valve uses impressionistic detailing, giving the more significant areas more detail and brighter, contrasting lights to attract the players' attention to certain areas.

Furthermore, the final areas were confusing in regards to which roofs were accessible and which were not. There was this one roof in particular that could be reached by simply jumping from an adjacent roof. Raising the inaccessible roofs to a higher level could be a solution to this.

And about your cart: prop_physics can't be animated, so having static wheels on the cart looks very unnatural.


Regardless, it looks very nice. I'll put it up on our servers once you get b3b out :)

Thanks for the advice. :) I'll look into what you said about making players go places. I'll be working on b3b, tonight.
 

NightHawK

L3: Member
Mar 1, 2008
107
74
B3B will be finish sometime today. Just gotta tweak some stuff.

EDIT:

Gonna let my clan server test it out first before public release. So expect the public release in a few hours.


EDIT:

The testing was a success.

Here's the map:

http://www.filefront.com/14065413/pl_beerbowl_b3b.7z/

Changelog:

Fixed:

-The Flickering Of The Bottle

-The Small Invisible Box In Front Of BLU Spawn.

Changed:

-Setup Time Is Now 70 Seconds, Like Stock Maps.

-Timer Is Now Limited To 10 Minutes.

-Changed Some Areas A Bit.

Added:

-New Small Details (Ropes And Etc.)
 
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taraph75

L1: Registered
Apr 23, 2009
48
10
We just tested this as well. Some people liked it, some didn't. I felt it was just too big. you called it a "megastage" or something, supposedly like Badwater. But, for whatever reason, Badwater doesn't feel that big to me. Some of it could ahve been the fact that before the first two points on badwater, the red team has a shortened route out of the garage door. On your map, I felt like I was running forever just to defend the first opening of the gate. Maybe it should be split into stages?
 

infectedfury

L3: Member
Aug 30, 2008
124
39
haven't had a chance to play on a server, just had a run through by my self.
And I have to say the layout looks nice.

But the map is way too cluttered.
some bad use of lights. where are the blue light around the map coming from?
what is the point of the saw blades? they shouldn't be in there just because they look cool and they kill.
too may of the signs are cover over by props or pointing the wrong way.

I could go on for some time with this that need fixing, but right now there is too much.

I'll have to keep an eye on this map as it dose have potential.
 

Itsdavyjones

L1: Registered
Jul 18, 2009
2
0
7z to zip

could you make a zip version for me to download? can't really get any program to extract .7z without buying the program.:(
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Some comments from our servers

"reactions were generally positive except the ending was very chokepointy"

"I liked the map was good :)"

"I had fun on it. Seems like there are a lot of really fun maps coming out right now. Very cool that people are investing their time and talent on seeing these things through. I will say that the map maker tried to make another alternate route that comes from behind/ below. The problem is that when you are on Red, it is not obvious that it is a way to flank blue."

"I found the map was very fun, but one problem was everytime the got a cap, they'd take over our forward spawn point, which defeated the purpose of having defenses there, and also made it hard to stalin the kart until the last straight stretch of track. And yeah, the alternate route was pretty difficult to find. Ah and that oh-so elusive elevator in RED's final spawn."
 
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NightHawK

L3: Member
Mar 1, 2008
107
74
Some comments from our servers

"reactions were generally positive except the ending was very chokepointy"

"I liked the map was good :)"

"I had fun on it. Seems like there are a lot of really fun maps coming out right now. Very cool that people are investing their time and talent on seeing these things through. I will say that the map maker tried to make another alternate route that comes from behind/ below. The problem is that when you are on Red, it is not obvious that it is a way to flank blue."

"I found the map was very fun, but one problem was everytime the got a cap, they'd take over our forward spawn point, which defeated the purpose of having defenses there, and also made it hard to stalin the kart until the last straight stretch of track. And yeah, the alternate route was pretty difficult to find. Ah and that oh-so elusive elevator in RED's final spawn."


Awesome. :D

I might add some routes for red to take advantage.
 

3Suns

L1: Registered
Jul 11, 2009
29
12
TeamNightHawk,

I played as RED, and an incomplete round as BLU (had to leave for work) the other day. I had a great time. We were able to hold Blu from taking the final? point. We had sentries and dispensers on the left-side lumberpile and though they were completely destroyed, and our team almost all dead, we managed to hold it for the final seconds to defend successfully. As a pyro, I made several ambushes just hiding behind the Truck and waiting for BLU to come around the corner chasing the cart. As RED, I had difficulty navigating up to the left side path, though BLU sent some heavy-medic combos and just tore us to pieces from that same spot. My impression was that some of the areas were not just smooth running, but required little jumps or approaches from certain angles. I will have to play more to see if it was just my unfamiliarity with the map, or if some of the routes need to be "smoothed out" or widened.

The cart is HUGE, which made it very easy for me to hide behind/beside and escape the wrath of the sentries on one of the points. I single-handedly pushed the cart 5+ points worth, while my teammates followed behind and took out the sentries.

I had a great time and really look forward to playing BeerBowl again as either team.
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Its to do with the partial cap rate setting, I believe its in team_control_point_master.