Bomb Factory

Bomb Factory a7

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The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Awesome playtest today - thanks for the great feedback!

It is unfortunately going to be awhile before I can get a7 out (I'm skipping a6 for reasons relating to idiocy) as I want to wrap up my swamp submission real quick and then schools starts. x(
 

bubbabyte

L1: Registered
Aug 19, 2009
9
5
Hey Ulf.. did you get the bug report about the sentry's i posted above?

Found another bug for you after playing tonight. Sorry forgot to take a screenshot, but hopefully you can understand it. The area between the train and the 2nd level of "B" you can build things in the air. Basically just stand on top of the train and try to build stuff in the air facing your spawn. Also, regarding it being a chokefest, the area between the trains and the middle section is soo small, as soon as you come out of the doors in the middle area you're running into a train, it's a really tight squeeze, but i'm sure you already knew that.
 
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BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
The path you've found there is the alternate route to 'C' that opens up when 'A' is destroyed. The idea there is that it's a maintenance tunnel, along which the rocket fuel lines run (gotta add those back in). I'm working on a couple of custom overlays/objects that will say "Maintenance" and "No Admittance" to make it more clear that you're on the wrong end of a one-way route there (it is totally not clear enough yet, I've gotta make that less confusing for people learning the layout).

Make it so that this grate is up where the top of that ramp is, so instead of people running down the stairs and THEN seeing the sign, they can't even waste time trying to run up and down the stairs.

I'm loving the map, much better than before, but scouts still dominate because of their ability to dodge through things and almost instantly change which point they are attacking.

Oh, I would also like to see the warning lights you mentioned, and maybe have the word "intel" appear on the HUD, too when the intel is generally inside the building the cap is in. Like, if it's possible.
 

mtv22

L3: Member
Feb 28, 2009
116
22
wow this map is pretty hot, I never really looked at it because 'bomb factory' sounds so bland and boring.
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
Oh yeah, one more thing I recall. As I was initially running around trying to figure out where the points were, I found a door that would have led me into point C, but it also had a Resupply sign next to it, so I assumed that door wasn't for me to go through. Might take that particular sign off the door. I think resupply is pretty easy to find inside.
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Found another bug for you after playing tonight. Sorry forgot to take a screenshot, but hopefully you can understand it. The area between the train and the 2nd level of "B" you can build things in the air. Basically just stand on top of the train and try to build stuff in the air facing your spawn.

Woah, very good catch - I'll cut that.

Make it so that this grate is up where the top of that ramp is, so instead of people running down the stairs and THEN seeing the sign, they can't even waste time trying to run up and down the stairs.

Sounds good - think I'll make use of the swamp pack 'out of order' sign, too.

I'm loving the map, much better than before, but scouts still dominate because of their ability to dodge through things and almost instantly change which point they are attacking.

So I've noticed - the massive irony being that I wanted the gametype to de-emphasize scouts as effective flag-carriers because of their low health, but rushing a scout to the most open point at the last second seems to be the most effective strategy right now :O

I think this is something improved layout tweaking may help address this - but I imagine that this is going to be a problem for a while. :bored:

maybe have the word "intel" appear on the HUD, too when the intel is generally inside the building the cap is in. Like, if it's possible.

Right now, the HUD operates by setting the locked or unlocked status of the point (making the engine switch between 'icon_red_A' and 'icon_red_A_locked,' for example) by telling the trigger_capture_area whether or not anyone is allowed to capture it. This is why running over the control point doesn't bring up the usual 'defend this point' or 'you have already captured this point' messages I'd kind of like it to - the capture zones are actually hidden off of the playable map area. Otherwise, the points would wind up being capture-able by enemy players running around them when the flag wasn't near it (or when it was, if I flipped it).

I'll look into other ways to accomplish the same end, because adding a warning like you suggested would be nice.

Oh yeah, one more thing I recall. As I was initially running around trying to figure out where the points were, I found a door that would have led me into point C, but it also had a Resupply sign next to it, so I assumed that door wasn't for me to go through. Might take that particular sign off the door. I think resupply is pretty easy to find inside.

Yeah, I guess since you kind of spawn in the resupply, you quickly learn the route to it. I'll drop that sign.
 

PenPen

L5: Dapper Member
Apr 24, 2008
207
136
This map is awesome. The only problem I had is that we originally had no idea where the intel would be. It took me a while to figure that out, but then Shmitz built a sentry over there already. :O

On another note, does the after-explosion flames hurt people when they move around? I thought it did, but I'm not too sure.

We also had a few instances where we somehow can't tell which point is which. Additional signs pointing to that particular point would be great.

Regardless, it's an awesome map and I love the reaction people have when the bomb carrier is running around. Loving it!
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
AM NOT DEAD!

Starting to get settled in to school and carving out some time to get back into the fun fun fun projects I populate my life with. The a7 changelog is going to be a tweak-hefty one (I've covered most of the things raised here) in addition to gutting and re-working the middle/flag area (which I have just started to make some real headway on). Progress pics to come!
 
S

SoulDestroy

I love the idea... its like if halo 3 had a multi-team assault gamemode.
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
When Honors Art History stops pwning my arse :p


Haha - in all seriousness, though, hopefully I can scrape together enough free time to crank out alpha 7 (I've scaled back some of my goals for it : /) as I've already finished a much nicer central layout with a flag spawn that will not trap players because I'm not an idiot all the time.

Progress Report:
-Done: Swanky new central layout, hopefully more intuitive/fun (I'll post screens sometime today)
-Done: HUD timer now used instead of silly game_text_tf's
-Probably going to postpone until a later update: Spreading points A and B apart/making it harder for scouts to just run about willy-nilly with the flag and cap whatever they please. This has proved really annoying to accomplish :( - I'm going to be polling some suggestions/possibilities after this next release. Revised Point A instead, we'll have to see about this
-Done: Moved the alt-route one-way door from A-C up to the ground floor level so that you can't wander down that inviting stairwell and added a 'maintenance' sign and lights. (Screens sometime today, again)
-Could be Better: I'm working on better lighting around each control point to make them a bit more highlighted (as well as some dynamic point_spotlight's for when the flag is near).
-Done: A wee handful of entity setup needs to be revised to make sure the flag comes back from the new, all-access death-pit (!) and doesn't bugger the timer
-Done: A good bit of door/phys_motor setup needs to be done to make the flag-spawn out of awesome.
-Done: A bunch of prop_dynamic work (I'm adding the control point explosions - Whooooo!)
-Done: I'm looking into a couple different solutions to the discovered flag-stuck-on-top-of/behind-the-C-rocket exploit
 
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The_Ulf

L6: Sharp Member
May 26, 2009
399
115
SCREENS!

Day later than I thought I'd wanted to get these up, but here we go:
The new Maintenance access door:
ctf_bomb_factory_a70000.jpg

ctf_bomb_factory_a70001.jpg

The New Gray Gravel Co. Center (They still haven't hired an Interior Decorator):
ctf_bomb_factory_a70002.jpg

ctf_bomb_factory_a70012.jpg

ctf_bomb_factory_a70010.jpg

ctf_bomb_factory_a70008.jpg

Current Iteration of the CP Warning Lights (they turn on with the siren when the point is threatened)
ctf_bomb_factory_a70007.jpg
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
WHAT'S THIS!?! AN UPDATE!? :O

That's right, I am finally alive again and so is bomb_factory. Alpha Seven is now up and represents the most comprehensive update to the map so far. To celebrate, here's a veritable wall of screenshots:

The New and Exposed Point A
blu_a.jpg

red_a.jpg



Props inside Point B
blu_b.jpg



The New Mid and Intel Spawn
mid.jpg

closed_mid.jpg

intel.jpg



Maintenance access Alt Routes
maintenance_b.jpg

maintenace_a.jpg



300% More Explosions!
red_c_threatened.jpg

red_c_explode.jpg



Fire Burns!
fire_burns.jpg

Ok that last one is a terrible screenshot, in retrospect. But I had to take it while on fire, so, ya know.


Finally, I want to announce my plans for the next indefinite while, here:

While this 'bomb the base' game mode can be exciting and fun, it suffers from some inherit game design flaws. I had intended the mode to push teams to invade and control enemy territory (rush a point with a heavy medic and perhaps an offensive engineer to hold out until the flag blew), but it seems the timer has made the emergent dominant strategy ninja-scouting at the last second. I've got a hell of a lot to learn about game design and hell of a lot to learn about layout (this map has taught me much, but not nearly enough, I think :bored:).

That all said, I will be taking a break from Bomb Factory to work on some standard game mode maps to get more experience in game flow, balance and TF2 mapping in general. But first - I will be releasing a trio of alpha eights:

8a - will be a straight bugfix on alpha seven, with the bomb the base mechanics as they currently stand

8b - will be a variant (so.. an alt alt game mode) without the bomb timer. Instead, it will function more as a control point map, but the neutral flag will need to be brought to a point to turn the capture zone on and enable its destruction (capturing a point will still blow it and the flag up). I think someone's done this somewhere, already, and it should encourage more team coordinated pushes.

8c - will be a hybrid of both. Control point mechanics enabled by bringing the neutral flag to a cp, with the timer (so you have X seconds to get to a point and capture it before the flag goes and blows up anyway and you have to get a new one from the middle).

In conclusion, Ka-BOOM
 
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lockitup

L2: Junior Member
Nov 15, 2009
71
24
Sorry for double post, should I just edit my last update next time?

I run this map on a server sometimes late at night when I'm on, if anyone would like to join the ip is 209.172.55.89:7100. Unfortunately its not 24/7 but I usually have it on after 12am EST.

Also one comment/concern on the map. I've received a lot of complaints that people lag on the map. Is there such a thing as optimization and has this map been optimized?
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Also one comment/concern on the map. I've received a lot of complaints that people lag on the map. Is there such a thing as optimization and has this map been optimized?

Yes and no, respectively - so their complaints are very legitimate. :bored:

I'm hoping to do a full optimization pass for Alpha 8, as right now the map really can kill framerates.
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Gameday
frog_bump.jpg
!


Things I am specifically looking for feedback on for alpha seven:
- I guess it ought to go without saying but, any and all glitches/bugs and (if possible) how and when they occurred. I'm trying to stamp everything out before alpha eight hits, as I'm liable to leave the map at a8 for a while.
- Prop Placement in point B; are there too many (in the way), blocking movement, do they feel they're where they ought to be?
- The new open-air point A - any and all thoughts on this layout revision.


Things I know about and am working on/disclaimer:
- Alpha seven introduced a crap-ton more dynamic props, sprites and entity elements and I haven't gotten around to optimizing yet (see above). As such, brace your selves for some likely reduced framerates whilst I work on that. :blush:
- There's been an outbreak of dud flags at the bomb assembly line, apparently - a new bug has emerged whereby the flag will ding and return to the center without exploding if dropped to the ground at just the wrong instant in time so that the flag return timer winds up ahead just enough of the bomb timer. This also sometimes results in the Announcer going stupid and shouting "OVERTIME" in the middle of the round when the bomb timer gets low. Luckily, you can avoid the first glitch (at the price of hearing the second) if everyone agrees to die like men, keeping the flag strapped to their backs whilst fighting over the point, instead of dropping it on the point and dancing about it like tiny babies.
- There is an inexplicable new occurrence (I can't seem to reproduce it except that it takes a few rounds to manifest) that can happen at the end of a match - the sudden appearance of a phantom flag indicator pointing at the flag's last position in the previous round. This has the incredibly obnoxious effect of buggering the already nauseating HUD straight to hell, offsetting the real and fake flag indicators to hide behind the CP icons. :O
 
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