PL Tidepool

Kube

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Aug 31, 2014
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Screenshots are not up to date.

Here it is! pl_tidepool is a Tug-O-War map set on a facility on an artificial lake. Red and Blu fight over control of the water level! (note: no changing water level included with map)

Push the cart into the opposing team's base to win!

Am I about to update screenshots from a1 to a1a? Naw...

A special thanks goes out to FubarFX, Icarus, Berry, tyler, Kill_The_Bug, Vincent, Idolon, Geit, and all of the unnamed others that helped in the creation of this map, especially through the logic.

Check out FubarFX's awesome Tug-O-War prefab here!

(Here and here are the threads I started to get some help with the logic)


Old Versions:
a1- http://forums.tf2maps.net/downloads.php?do=file&id=6335&act=down
a1a- http://forums.tf2maps.net/downloads.php?do=file&id=6339&act=down
 
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Moonrat

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Jul 30, 2014
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I think Changing water levels would've been more interestin......

Don't ever listen to me though, nobody else does....
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
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I think Changing water levels would've been more interestin......

Don't ever listen to me though, nobody else does....

Dude, custom gamemode + changing water levels = too confusing for new players

It's OK to make that joke now, right?


a1 was buggy (the cart got stuck for Red pushing!) so I'll work on a1a now. Testing had a low player count, though, so don't expect any true gameplay change.
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
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Plus, changing water levels requires a special water texture which only HL2 has.

Otherwise, despite the bugs- I really enjoyed this map! I hope you take it to it's full potential, Kube!

First point- Hm. Noted.

Second point- Thanks, Captain! As a reward for your kind words, you get a first look at a1a! That is, everyone gets to look at it at the same time, and it's a first look for everyone but me.
 

tyler

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Sep 11, 2013
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Yeah uh, as a PSA for anyone wondering, changing the water level in TF2 can be done, but it completely fucks up the appearance of the water and isn't really supported. You can do it if you don't care that the map then looks like shit.
 

Kube

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Aug 31, 2014
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Odd, I didn't seem to get any of the feedback/the demo from the imp, nor did the map that was played before mine. If you would like to voice anything specific for me to change for a2, you can do so here. I hope to get a1a play tested in another imp soon enough.

Edit: Nevermind the stuff I said about getting feedback, I've got it now. All nothing of it. But the demo's there, so that's good.
 
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Kube

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a2 is out!
 

Egan

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Feb 14, 2010
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Hey Kube, here's a quick video showing off a thing we noticed in the gameday test:


The video cuts out pretty quick cause the end of the round was indeed seconds after I stopped recording and I had to do the 2 minute feedback announcement. What I was going into though was: I think the cart layout may need to be more linear so that there is a push/pull into bases, this way the combat is more attack/defense, rather than mostly being situated around neutral zones where combat tends to feel more random. I was finding it a bit difficult to predict where enemy players were going to show up in the center areas of the map, and the cart tended to be in the center areas of the map since it rebounds between the bases there.

A2 (OLD) CART PATH LAYOUT:
l36h44T.png


A3? (NEW) POTENTIAL CART PATH LAYOUT:
GGO6rAy.png


In the second screenshot I show a solid line of a potential cart path and a dotted line of a second potential cart path - the idea is to generally have the cart path be more linear between the two bases (and then you'll have to shift the surrounding geometry a bit too). I'll admit it feels like a radical change to a solid map layout, cause a2 does feel pretty solid in terms of geometry placements, and in that sense you may want to retest the map so you can feel how the map plays (map description suggests you're content with current gameplay anyway). However I think the dotted line route may work pretty well, maybe having some small rollback zones mixed in would be cool.

I commented in the feedback of maybe trying to get the PLR HUD working but apparently I was thinking of the wrong configuration of HUD. Anyway I still think it would be worth doing at some point, like when you hit beta stage or something:

IsjQG5U.png

^ Blue has pushed the cart past mid ~1/5 the distance to the end zone.
 
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Kube

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Aug 31, 2014
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@Egan Dude! I didn't notice this post for forever. I only stumbled upon it when I did an image search for the map out of curiosity and stumbled upon you diagram! I'll make sure to port this map to the new site. I've been thinking of some major changes to make for the next version; hopefully I can find the time and motivation to push them forward.

Edit: Accidentally posted to Geit, sorry if you're reading this.

(I got :jimijam:'d!)