Advection

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Name?

  • advection

    Votes: 19 50.0%
  • badvection

    Votes: 19 50.0%

  • Total voters
    38

tyler

aa
Sep 11, 2013
5,100
4,622
never add a fucking sniper spot

you add a sniper spot on purpose and im disowning your map
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
A11 released

See changelog for details.

Also fuck, I should update the screenshots sometime soon. Oh well.

EDIT: new pics up, also I know about the stairs above the container between B and C, shut up.
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
A12 released

See changelog for details.

Serious question time: should I keep the name as Advection or officially switch it to Badvection? I mean the latter sounds cool, but it just doesn't make sense. Poll is on the front page, GO!
 

tyler

aa
Sep 11, 2013
5,100
4,622
Advection is better because it's a word. If you can detail to make the name make sense at all, keep it. If you decided you don't like it, just choose a new name altogether.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
I chose Advection because I thought it meant 'the movement of water across the environment' or whatever, but it's actually the movement of heat across a fluid, like water. I had the whole thing imagined around the former definition, but I don't think it'd be too hard to change it around to the proper one.
 

tyler

aa
Sep 11, 2013
5,100
4,622
1. Meteorology. the horizontal transport of atmospheric properties ( distinguished from convection).
2. the horizontal flow of air, water, etc.

you could do almost anything with this

Let me add to this what I told Seba on Steam to see what other people think. I'm just gonna copy and paste some lines here

1:15 PM - yyler <3: i think C is an improvement and in general you've got something good on your hands
1:16 PM - yyler <3: but the main issue with C that I see right now is that Red has nowhere to go besides to the start of blu's flanks

1:16 PM - yyler <3: beyond an engineer and a demoman or something, red has no motivation to stay at C
1:16 PM - yyler <3: and when they leave, they're funneled to the beginning of blu's flanks

1:18 PM - Seba: So I should get BLU 'stuck' right before C and make it harder to RED to push away from there?
1:18 PM - yyler <3: i dont know
1:18 PM - yyler <3: i mean that isnt really fun or anything
1:19 PM - yyler <3: i think we all know making red stay at home makes everyone unhappy
1:19 PM - yyler <3: blu hates grinding and red hates holding out like that

1:20 PM - yyler <3: but thats the problem as i see it: teams run past each other, red loops behind blu, and blu has to retake the high ground after just taking it
1:20 PM - yyler <3: it might be worth making the distance between B and C longer, so that fighting in the area just after B feels more natural
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
Doom: the thing is Badvection is silly and I just named some versions that to make it better (all good Valve maps begin with a bad), also it's irrelevant to the map itself.

Yyler: are those definitions from advection?

I'll stick with advection btdubs, guys.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
Since ric is distracting chat, I'm gonna ask for opinions here.

Following yyler's suggestion, I am tempted to include some entwork by which if BLU caps A in less than two minutes after setup ends, RED gets six seconds of instaspawn to help set up at B; if BLU takes longer, the spawntimes are normal (8s/5s before A, 7s/4s after). Also:

more distance between B and C (accent area after B)
make B a bit harder to cap

I want your opinions on those three things and suggestions for more changes. First three serious replies get a high five.
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
Don't punish BLU for being good or for having a strong organized push. Similarly, don't reward RED for putting up a terrible defense.
 
Aug 10, 2009
1,240
399
Honestly, I think your solution is a bit extravagant. It's a cool idea, but at the same time I feel it's a solution to a problem with the map itself, not either teams pacing. So I'd suggest that you change the map to solve the problem.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
Okay, I'm gonna change B->C a bit. But for now,

A13 released

Don't bother with the changelog because I forgot.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
Some stuff for a13a or maybe a14, dunno

make a easier
make b harder
kill bad corners at C (MAKE C DA BEST THERE EVER WAS!??!?!?!?!?!??!?!)
detail some more?

TBH my only concerns right now are C and the area before it. I need a better way for BLU to get to the far flank and an overall more chances to kill any sentries RED has set up, right now it's a bad meatgrinder (except the only meat coming out is blue meat). I would really appreciate any good feedback on the map, I'd like to start full-on detailing it and release a beta just so it looks cool and so I can be actually be proud of a map.

Oh, and feel free to add to or comment on my list, that would be really nice of you.
 

Zhan

L5: Dapper Member
Dec 18, 2010
208
244
I think you just need to increase the number of viable directions BLU can approach the 3rd point from. Instead of:

advection01.jpg


Maybe try something like:

advection02.jpg


Having BLU approach from many directions is something I think Copperhead 3-2 does well, and Dustbowl 3-2 does poorly.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
A14A released

See changelog for details.

Also sorry Zhan, but I ignored your paintovers for now; if my changes don't work out, I'll do what you suggested.
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
Apparently C blows monkey assholes (holy shit no way seba you're a fucking dumbshit), so I'm redoing it again for like the sevenhundredth time, whoo. Except this time I've no idea what to do. If you want to help me out like a non-dickwad, download the pack of 12 screenshots and go apeshit on them with MSpaint, aka do some paintovers. This doesn't mean that I won't be doing jack shit, I'm trying to come up with a few ideas of my own, but as you can see, I suck fish testicles at final points. Thanks.
 
Mar 23, 2010
1,875
1,700
progression of difficulty feels off. you usually defend A from behind it, spamming the point and the area around it which is fine. but then when A gets capped you either hold the yard in front of B (basically 2 feet from where you were defending A) or B gets instacapped. I think a longer B cap time would be interesting, but the yard in front of B has got to be less choky.