PL Basetown 2015-09-12

The small (extremely small and cramped) basetown.

  1. Dr. Orange

    Dr. Orange L6: Sharp Member

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    Installation instructions:
    Extract all the files in the downloaded archive to your "<steam installation path>/SteamApps/common/Team Fortress 2/tf" directory or your server game file directory (I've never used the Source Dedicated Server or any other server software, so I don't know how it works really).

    Description:
    This is the first map for TF2 I've made that I've decided to finalize and release.
    I chosed the payload gamemode for the map becuase it's my favourite gamemode in the game.
    I hope I'll make more maps for Team Fortress 2 in the future.
    License:

    Do not redistribute the map without permission from the author.
    Do not claim the map as your own.
    Feel free to use it on your server. If you do, I would appreciate it if you told me, but it's not necessary.

    Other notes:
    The second checkpoint is supposed to be an nearly impossible chokepoint. It seemed as a good idea at the moment. I might remove the first RED spawnpoint if I get enough feedback about it.

    The map have bot support, so if you don't have anyone else to play with, just type "tf_bot_add number" into the console to add some bots to play with.
     
    Last edited: May 25, 2015
  2. Géza!

    Géza! L4: Comfortable Member

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    Any pictures? How much playtesting has the map gone through?
     
  3. Dr. Orange

    Dr. Orange L6: Sharp Member

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    Added pictures.

    I playtested the map everytime I compiled it. Only with bots though and occasionally with another player who didn't really want to play with me. I hoped that joining this community would give me some more feedback on wether my maps are good.
     
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  4. Géza!

    Géza! L4: Comfortable Member

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    Well, I suggest you sign the map up for the next gameday on the coming weekend! Bots can't provide the same level of gameplay feedback as players
     
  5. Dr. Orange

    Dr. Orange L6: Sharp Member

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    I'm new to this community, so I don't know how to do that. Or what it is.
     
  6. Géza!

    Géza! L4: Comfortable Member

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    In the Server Events, some time before the weekend a new thread will pop out for this weekend's Gameday. You can submit your map there for playtesting, as well as particular things you want feedback on. Then on Saturday, all submitted maps are playtested on the server and anyone is free to join.
     
  7. KubeKing

    aa KubeKing Back home in Jupiter, things are getting harder

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    It looks like you haven't packed your textures properly. Instead of having people manually place custom textures in their directories, use a tool such as PakRat or Packbsp. Trust me, you want to save yourself the headache come Gameday.

    Edit: Oh, upon closer inspection, you're just using custom map UI. I would strongly recommend saving yourself the struggle when your map is in Alpha and get rid of this until at least Beta.
     
    Last edited: May 25, 2015
  8. Dr. Orange

    Dr. Orange L6: Sharp Member

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    I actually consider this map in a finished state, save for suggested fixes and changes.
     
  9. KubeKing

    aa KubeKing Back home in Jupiter, things are getting harder

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    Alrightly. If you would, then, pack the custom textures into the map, that would work. However, it you are planning to make changes based on things that come up from testing, I would highly recommend marking your map as "Release Candidate" instead of "Final". Most maps start out as Alphas, but if you feel confident enough that you're not about to make any major gameplay changes, RC should work. You would, however, have to recompile the map under the name "pl_basetown_rc1".
     
    Last edited: May 25, 2015
  10. Dr. Orange

    Dr. Orange L6: Sharp Member

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    All textures that can be packed into the map are (the loading screen photos). However, the server browser thumbnail need to exist on the client.
     
    • Thanks Thanks x 1
  11. KubeKing

    aa KubeKing Back home in Jupiter, things are getting harder

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    Oh, didn't realize that. :p

    Carry on!
     
  12. Dr. Orange

    Dr. Orange L6: Sharp Member

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    And, I don't know what state I should say it is in. If I am to use terms like "beta", "alpha" and "final" I would say I tested alpha and beta almost entirely with bots, so I would say that the map is simply in need of human playtesting.
     
  13. Crash

    aa Crash func_nerd

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  14. Dr. Orange

    Dr. Orange L6: Sharp Member

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    Ok, I will change the listing then if that's possible.
     
  15. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    This map shows some definite talent, with great detailing generally, but there's some mstakes. It's all very small and cramped, and there are lots of chokepoints, meaning that short-ranged or explosive classes have a big advantage,since demoman or soldier can just spam the corridors and the attacker has to force their way through to get to the front line. This is compounded by there being very few alternate paths - so scouts, spies, pyros, and other classes that rely on sneaking around and attacking from behind have a very difficult time.

    A good rule of thumb is that there should always be two major routes and one minor route to wherever you're going -look at Badwater or Frontier, and see how always there's lots of routes. Also, they're much larger. This map is really small, and i'd seriously consider doubling the size.
     
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  16. Dr. Orange

    Dr. Orange L6: Sharp Member

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    Oh, I've allways thought it was the other way around; one major route and two minor ones.
    I guess I could take some time adding some more routes and stuff. I'll try to do that whenever I can.