Piratelife

Piratelife b8

tanuki

L1: Registered
Aug 8, 2009
46
2
Yo ho yo ho this map has a pirate theme to break away from the TF2 standard theme.

This is a 3 stage map with 2 caps per stage.

The first stage has blu attacking an abandoned island fort and a tanker. The points are near to eachother so red should beat a hasty retreat to guard the tanker.

The second stage has blu attacking a port town. There is an extra entrance through a drainage pipe at the port.

The third stage has blu attacking a small village and a pirate cove.

Its set at night so players can use the cover of darkness to hide in shadows and sneak around to get the drop on their enemies.
 
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tanuki

L1: Registered
Aug 8, 2009
46
2
Be sure to post playtest information for me! or better yet, let me know if your server plays this map, I always like to see the playtesting firsthand
 

Cargo Party

L1: Registered
Aug 5, 2009
11
2
Dayum, I am trying to get this map into the Furry Pound server rotation, cause it's just that amazing.
 

mtv22

L3: Member
Feb 28, 2009
116
22
Did you actually make this map? Because I have played other versions for a while now and it seems odd that you're just now posting it...

If you did make it, stage 2 is a piece of cake for blu.
 

tanuki

L1: Registered
Aug 8, 2009
46
2
yeah I made this map, I just joined up here so Ive transfered over my work. And these forums I was able to use the same name I use in game. And are we talking about ALL of stage 2?
 

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
Hi Tanuki

Played your map for a few rounds today. I like a lot of the detail work so far, shows some promise

Couple suggestions:

There are a lot of props to get hung up on. While they look appropriate to the style you're going for, I would suggest moving them off the main walkways, and making sure they're all playerclipped

The lighting is an issue in parts. In particular, the tunnel to the right of 2-1 is not very well lit, and it's very hard to distinguish team colors

In the games I played, it was pretty hard for Red to capture 1-2 and 2-2. Not sure exactly why, but giving Blue some kind of defensible forward staging area might help
 

tanuki

L1: Registered
Aug 8, 2009
46
2
oh and can some mod get the version out of the thread name for me? if its impossible I will just make another thread that doesnt have that mistake in it. Thanks!
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
Played it on gameday, and second stage was really imbalanced. Blu hardly even got out of their spawn, because of a horrible amount of spam.

You should better not allow red being on the ship, really hard to get out then.

Also, you shouldnt use wall textures for the floor, make your stairs 12x8 (you have a ratio of 1:1 it seems).
 

Tinker

aa
Oct 30, 2008
672
334
Main problem is the spawns. BLU should be able to always get easily off the ship and to the cap area, as the caps themselves are hard enough as it is.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Oh man, spawn camping is too easy on this map. I'd recommend making the ships harder to board.
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
Some of the walkways are very thin, and your doors are very low. The map is just slightly underscaled in general, though some of the more open areas are good. Also, you know how to clip things, and I give you a thumbs up for that :D (But I like causing havoc from above where I shouldn't, so it made me a sad panda).
 

tanuki

L1: Registered
Aug 8, 2009
46
2
Im working on the ship camping problems but im not sure if I want to completely block bullets coming onto the ships deck. I might let blu team onto the ship deck during setup and trigger a then trigger off the bullet blocking like on corporation.

There are also lots of layout changes to the points as well, mostly just in the paths though.

I think I have to go back to the drawing board on the 3rd stage though.
 

SlayerBlitz

L3: Member
Dec 3, 2009
120
46
maybe you could just put a few gates like the ones off dustbowl on the docks near the boats so that red cant get over there till the round starts. that way blue can be out of the spawn and already set up defenses. also make some sort of crows nest on the ship.
 

tanuki

L1: Registered
Aug 8, 2009
46
2
new version and HUGE update. I really took everyones testing and comments into consideration and I think Ive solved a lot of problems. I think I came up with a good solution to the camping so give it a try!
 

tanuki

L1: Registered
Aug 8, 2009
46
2
I reviewed the demo and Im not sure if you guys liked the music or not. I can turn it down if its cheapening the map too much.

I also see where I need to balance the layouts on the first and last points and a major optimization overhaul is in the works.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Sorry that I didn't post feedback. There are some pretty tough positions to break on the second and third stages that practically stalemated the map. I spent most of the second stage in a corner on one side of the point alternating between hiding and wasting ammo trying to dent the enemy forces.
 

tanuki

L1: Registered
Aug 8, 2009
46
2
okay its been updated to version 8. I have added ways to break through the stalemate sections and removed the pirate music since people were saying it cheapened the map. I personally liked it because the map is supposed to be different from the standard tf2 fare so if enough people want it back in I still have it.