Meridian

TC Meridian rc3

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soylent robot

L420: High Member
May 26, 2009
499
394
This map looks really awesome. I have a question: is it possible to get the tropical stuff somewhere, like the palm trees & textures, and maybe the submarine?
 

MungoKing

L3: Member
Jul 12, 2008
148
47
This map looks really awesome. I have a question: is it possible to get the tropical stuff somewhere, like the palm trees & textures, and maybe the submarine?

Shmitz is releasing the content when the final version of tc_meridian is released I believe.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Have to say shmitz i really like the new version a lot more, the submarine bay is so much better with that side addition :)
 

PenPen

L5: Dapper Member
Apr 24, 2008
207
136
I'd only like to say that last gameday's epic sudden match intel capture is totally awesome. :D
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
When I was running through the map with DaBeatzProject we found 2 places without playerclips. :)

I have a screenshot of the first place. You can get up here:
tc_meridian_rc20001.jpg

Not sure if you should put a playerclip there.

I don't have a screenshot of the second place. But it was in the temple thing, you can get up the walls in the same room as the intel. If you don't understand where, I'll take a screenshot. :)

Edit: Ignore the weird language on the screen.
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
It doesn't really hurt anything to get where you are in that screenshot, but I may clip it just to keep people from doing useless things. ;)

As for the inside of the temple, I looked at all the clip brushes, and it seems impossible to me for someone to get up to the upper areas where they are not supposed to be. If you could take a screenshot for me, that would be helpful.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
It doesn't really hurt anything to get where you are in that screenshot, but I may clip it just to keep people from doing useless things. ;)

As for the inside of the temple, I looked at all the clip brushes, and it seems impossible to me for someone to get up to the upper areas where they are not supposed to be. If you could take a screenshot for me, that would be helpful.

/me launches tf.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Ok, I got the screenshots. I was able to get onto it with scout and demoman, probably also soldier.

First the scout:
Info: I started at the red dot, triple jumped on the yellow thing, and after that I was able to triple jump on the thing above it.
Screenshots:
tc_meridian_rc20003.JPG

tc_meridian_rc20002.jpg


The demoman:
Info: I just placed a sticky as you see on the screenshot and jumped onto that thing above it. In the second screenshot you can see that it's very easy campable.
Screenshots:
tc_meridian_rc20006.JPG

tc_meridian_rc20004.jpg
 

Icarus

aa
Sep 10, 2008
2,245
1,210
[ame="http://www.youtube.com/watch?v=awp-a8K4_6U"]YouTube - Meridian Instructional Film[/ame]
 

[SpA]Lim-Dul

L1: Registered
Aug 5, 2008
19
8
So, what more does it exactly take for Valve to pick up this map? I've been lobbying for it since the very beginning where everything was kinda broken due to Valve's lack of support but the map was already the most amazing quality I've ever seen.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
I'm updating a bit my impression, since meridian made again its way onto the map cycle. Like before, I'm overwhelmed by the mapping love put into this map, from its exotic themes to the sheer size and layout.

But gameplay wise there is hardly anyone supportive of it at the moment. I can't ignore the "lazy factor" from the playing masses, but we have a vast majority of custom from any type so I can't blame our players of being narrow minded. If I could give a guess, I would say that meridian displays quite a deadly combo of complex layout, exotic gamemode, corridors fest and bad direction hints.

More precisely : the complex layout comes from the TC mode oviously, but it's unavoidable. The exotic gamemode should be simple enough to get used to, but players commonly seems to bear a grudge against TC mode, (I would say because of Hydro stalemateness). I don't mind either.
For me the most critical issues are than overall corridor layout. Some important parts of TF2 gameplay are toned down in such a layout, and many players do love balanced mix of opened and closed space. What is created at the moment is mostly surprise clash after some corner.
Finally, even if you used a fair quantity of signs, the layout on itseld does not promote a fluid gameplay. Many exits use unrothodox convolutions, and turns, and a countless number of time people driven by their instinct follow a route only to find a dead end. The central robot area of the first round is especially prone to this. TC_hydro has exactly the same issue, on a less large scale, though.
That's why, even players that would want to play seriously and use teamplay to push into the defence line, eventually give up on this, since many other ones are basically opposed to the gamemode/the map on itseld, or lost, or try solitary actions into the labyrinthic layout. The last play session was all about very early intel stealing (pyros and spies rushing into the intel room before engies are really ready). People couldn't even get used to a single round configuration since each one lasted on average 2 minutes.

I'm glad to see you're using your tropical island theme on another project. I'll try to playtest it soon and hope you'll get somehow more popular approval.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
I just noticed you have the top side of the skylights on the boat as nodraw. But you can see that side if you sticky/rocket jump up... so it might be best to make them glass.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Players don't usually go around looking for these things when they're flying at high speeds midair. Valve knows this, and just take a look at maps like Dustbowl or Well.