Aussieland

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
IDEA: kangaroo_reference001
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Updated with a10. The screenshots are still old ones, however.
I have submitted to wednesday's gameday, and I hope you will all give feedback, this version has many major gameplay-altering changes.
 

Colt Seavers

L6: Sharp Member
Dec 30, 2007
288
82
We've just played this. I have to say I was hugely impressed. The layout is great - very intuitive. The Points are really nicely laid out. Stage 1 done. Stage 2 done - (remove invisible brush). Stage 3 unfortunately didn't last long so it's hard to comment - except to say it was fun to attack it :p With more on the team, this would not have happenned so i doubt there is an issue.

Outstanding. In beta, this is one for our community teamplay server. 8)
 
Apr 19, 2009
4,460
1,722
First off the map is very large, proven by the super long walk times. (BTW I used a HWG)
Point|Aussieland|Dustbowl
1|20sec|12sec|
2|16sec|12sec|
3|23sec|20sec|
4|21sec|20sec|
5|20sec|18sec|
6|26sec|19sec|
You can see the walk times in Dustbowl never go over 20 seconds with a HWG.

Also: Oh my god the site-lines!!!
hl2%202010-01-13%2020-35-24-63.jpg

hl2%202010-01-13%2020-35-32-27.jpg

hl2%202010-01-13%2020-35-45-40.jpg

hl2%202010-01-13%2020-36-16-82.jpg

hl2%202010-01-13%2020-36-47-89.jpg

hl2%202010-01-13%2020-37-29-28.jpg

hl2%202010-01-13%2020-37-42-21.jpg

hl2%202010-01-13%2020-40-14-75.jpg

hl2%202010-01-13%2020-40-35-02.jpg

hl2%202010-01-13%2020-40-48-66.jpg

hl2%202010-01-13%2020-40-57-68.jpg

hl2%202010-01-13%2020-42-34-54.jpg

hl2%202010-01-13%2020-44-39-35.jpg

hl2%202010-01-13%2020-45-04-96.jpg

hl2%202010-01-13%2020-45-13-15.jpg

hl2%202010-01-13%2020-45-21-30.jpg

hl2%202010-01-13%2020-45-47-20.jpg

hl2%202010-01-13%2020-45-53-08.jpg

hl2%202010-01-13%2020-46-10-69.jpg

hl2%202010-01-13%2020-46-45-59.jpg

hl2%202010-01-13%2020-46-55-31.jpg

hl2%202010-01-13%2020-47-10-46.jpg


Oh and one last thing: get rid of this dead-end!
hl2%202010-01-13%2020-36-37-47.jpg


Other that fun map. :p I wish you luck!
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
The walk ways above your first CP seem a little tall. What are they, 256 units? 192 is a decent height for ledges and stuff. 256 is ok, but often gives a significantly greater advantage to players holding that high ground.

I actually don't know how this CP plays because each time i've played this map it's been for 1 round after CP 2.

>.>

But if it is currently well balanced then there shouldn't be an issue. I'll need to play this map full at some point..
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Wow can only say by looking at your screenies that your mapping skills have improved greatly since that payload map I had a look around ages ago!

Looks very creative and fun!

With the SS in the intro bit of the thread of the wooden building CP, I'm not sure if you have only just started detailing but it could do with some extra details like overlays, lamps/ shuttered windows etc.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
After playing the other day I think the main problem with the first area of stage two is... there is no first area. It's split into two linear pathways up until the point itself, giving the defense no place to resist. If you could find some way to open it up the point might not fall so fast/easy, which would allow you more freedom to make the second point easier to attack, since it won't effectively be the only point to defend.

That said, I think the changes you've made around the second point need more testing... that new upper doorway might help a lot.


/stab TPG for making me download ~4mb of heug images that bounce the page around
 

Swiftmind

L2: Junior Member
Dec 6, 2009
73
20
So far I like the map. The layout is decent. But I am not the best person to judge a layout but I do have one issue.

The 4th cp. It is difficult to take. But when my team was defending it, we lost it so dam quickly. I think this is partly due to the sentries on the ledge. When we were defending we did not have any sentries. When my team was attacking, red built two or three sentries on that ledge. I think the sentry ledge should be sized down to only support one sentry at most. Furthermore the resupply locker near the exit of red spawn should be removed. There is already a locker in the actual room that contains the teamspawns. Having that forward resupply locker gives red too much resources. I also think this point is tough for blue since they come out relatively at the same place. All of blue's entrances to the CP arena are from the building on the same side of the entire room. So basically red just sits on top of the ledge or CP point and spam fires. I think one of blues entrances should be moved over to give blue an entrance on another face/side of the room. In the screen shot I put text of where I think blue should have the third entrance. It seems relatively easy to have a hallway go from the big waterfull to there. That way blue can enter the arena without spam fire from the ledge sentries. This will also spread out red's defence a tad more.

Nodraws, nodraws, nodraws...your map desperately needs a nodraw makeover. Look at the screen shot, all those greay developer textures the player will never see, they all should be nodraw. It appears to me you are making new brushes with a texture selected already. Always make new brushes with the nodraw texture only, then texture them properly with the texture application tool. This will ensure texturing only the faces seen by the player. (if you are doing this already I apologize)

Yeah everyone was complaining about the waterfall sound. If the ambient generic is not working get rid of it. I had similar issues in Silo C. I had a projector sound coming from an ambient generic near the Data Link Center. Turns out most of round 1 and 2 could hear the projector sound, mostly softly in the background. It hit me one day, why am I using an ambient generic. So I put it into the soundscape. I had to span it across two soundscapes, so running between the two soundscapes you hear the sound start over again, but eh I doubt anyone really notices. So yes just use a soundscape. I made all custom soundscapes in Silo C so if you have any questions on making a custom soundscape, dont hesitate to ask.

Oh you need to watch the SourceTV recording...but when I was blue going after the 4th CP, I exited the blue respawn with a medic. I started doing rocket jumps for the medic's uber charge. On my second rocket jump I somehow got stuck on the ceiling of the courtyard outside of blue's respawn. This was about maybe 10-15 mins into the entire playtest. I am not sure how I got stuck up there. I was able to run around and such. Eventually I fell down. *shrugs* I was not able to repeat it hehe.

I noticed some layout changes like running to the second point it is no longer a straight path but winds around the buildings a bit, good change.

Good work so far!
 

Freyja

aa
Jul 31, 2009
2,994
5,813
I've already taken out that forward resupply locker in a11 (which I just uploaded, by the way). Hopefully that will weaken the sentry spot without me having to actually modify it too heavily. We'll see.

I also hopefully have fixed that waterfall sound glitch. Hopefully. On my few run throughs I didn't hear it but it's funny like that.

If you mean the room outside of blue spawn where you got stuck, there was a stray clip there which was the first thing I changed in a11.
 

Swiftmind

L2: Junior Member
Dec 6, 2009
73
20
If you mean the room outside of blue spawn where you got stuck, there was a stray clip there which was the first thing I changed in a11.

Umm, not the first blue spawn. It was the second. The blue spawn to go to the CP point with the large waterfall, the third point. I know you already know about the clip at the first blue spawn so I did not bother mentioning it.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
Does this look like Croydon, Australia to you? I don't know what it's like there, so it might actually fit for that World Server Project.
 

Rikka

L5: Dapper Member
Feb 10, 2009
208
388
There were some complaints of easy spawn-camping, but I blame that on the team balance. On 2nd there doesn't seem to be anywhere safe in the point area for Blue. They're stuck in the building until they've built up a good attacking force or an uber.

3rd went fast, but their seemed to be a large amount of nothing outside blu spawn. You may want to mess with red spawns a bit. Just so they feel a bit secure when exiting them.