Bonanza

Discussion in 'Map Factory' started by MrSinistar, Aug 1, 2009.

  1. MrSinistar

    MrSinistar L2: Junior Member

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    This is my first TF2-styled map. By that, I mean...this is my first TF2 map that's made to look like it's from TF2.

    Hopefully this map won't go down in flames like all my other maps on Map testing.
     
    Last edited: Aug 4, 2009
  2. Don

    Don L2: Junior Member

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    Looks like it's gonna be a sniper hell... If something could block the sight of these eniper in the long corridor... would help a lot to balance things out!
     
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  3. MrSinistar

    MrSinistar L2: Junior Member

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    I'll fix this in a2...hopefully this won't severely affect gameplay testing tomorrow.
     
  4. Narkissus

    Narkissus L5: Dapper Member

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    Definately keep sightlines in mind when making the map.
     
  5. MrSinistar

    MrSinistar L2: Junior Member

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    Updated to a2...fixed the sniper situation. Will wait for tomorrow to see if these changes will fix it.
     
  6. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Also, the CPs seem a bit too close together. If you reduced them to about... eh, let's say 2: first one in the last pic should stay, and then another one in the middle of the bridges. That could be a major tweak as well.
     
  7. Don

    Don L2: Junior Member

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    Picture of the A2 would be cool, I don't really feal like downloading a new version for only a thing I can see....
     
  8. SiniStarR

    SiniStarR L8: Fancy Shmancy Member

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    now where ive seen this name before....

    Anyways, turn off shadows for your track pieces, it'll fix that ugly black residue.
     
  9. MrSinistar

    MrSinistar L2: Junior Member

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    Updated with new pics.

    I'll turn them off in a3.
     
  10. Cinnamon Whirl

    Cinnamon Whirl L1: Registered

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    upper level of the map was fun (though v. dark in some spots). Bottom was snipe-tastic, according to snipers.

    Perhaps you could expand the upper level acros the whole map? That gives none snipers somewhere to play, and they can drop down to push the cart when it safe to do so.
     
  11. Owlruler

    Owlruler L12: Fabulous Member

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    This map was definately sniper heaven for basically the entire length of the payload track. If, in ANY map you can see the enemies spawn from the roof of you spawn, you need to change the layout. The track is too straight and the checkpoints are too close together.
     
  12. Jimmy

    Jimmy L7: Fancy Member

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    that was funny at test. our whole team for both attack/defend was snipers pretty much. I fell into the pit aswell :(
     
  13. MrSinistar

    MrSinistar L2: Junior Member

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    I'm moving the first checkpoint and I fixed the sightlines in the map. There's a lot more barricades to avoid spawn sniping at the enemy base.

    I'm also fixing the pit to make it less easy to fall into and to fix the "random pit" problem. The map's called bonanza for a reason; the pit is the gold mine entrance. I'll probably add a pile gold bricks (custom model, obviously) and a overlay reading "Gold Mine" or something near the pit.
     
  14. MrSinistar

    MrSinistar L2: Junior Member

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    pl_Bonanza_a3 released!

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    Changelog:
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    *Changed layout of map to avoid snipers killing players from the other side of the map.
    *Added more buildings and barriers (both brushes and models) to avoid excessive sniper fire.
    *Removed CP #3 and relocated CP #2 to the middle of the map.
    *Removed shadows from tracks.
    *Added and built cubemaps.
    *Added building and detail to final cap point, suggesting that the pit is a goldmine; thus fixing the "random pit" design problem.
    *Added fence around pit to avoid falling into it, however it is still possible to fall into it from above...perhaps a door should be built. Need more input from players.
     
  15. Chaopsychochick

    Chaopsychochick L4: Comfortable Member

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    Just downloaded and tried out a3, and I gotta say this map looks like a TON of fun!

    To me it really feels similar to gold rush and I have to admit I like the fact that you now have the line of sight really well broken up even though the cart goes in a fairly straight path.

    The only things that really felt weird to me just jumping around as a scout where there were a couple of areas that I felt like I _should_ be able to get through but I can't. The first is where you have a cover type area which I think should either be extended to the door, or made just a little wider. (pic 1) The second is what I feel should either be made so people can jump through or turned into windows, not entirely sure what you want, but I feel a change either way needs to happen. (pic 2)

    I hope that helps, and I REALLY look forward to being able to try this in a game day or something. :)
     
  16. MrSinistar

    MrSinistar L2: Junior Member

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    Thanks a lot for the comments! :D I'll see what I can do about those two spots in a4.

    Also, a3 is in [ame="http://forums.tf2maps.net/showthread.php?t=8476"]this Friday's Map Testing[/ame] so you can go play it there. :)
     
  17. Chaopsychochick

    Chaopsychochick L4: Comfortable Member

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    Just played it for game day and wanted to share my thoughts.

    The balance seems a little bit weird, though I think part of that may be because of the spawn stuff mentioned during the game. It seemed like it is a map that once BLU got rolling it is pretty hard to stop, and if blu ever dropped the ball it was pretty damn hard to pick it up again, like in the last game.

    Here, one thing to note is that you don't have your playerclip/skybox aligned properly. Soldiers can jump up on the side of the wall and rain down death.

    Speaking of which, I think the upper levels need to be fixed. Since soldiers can jump on the roofs of the buildings you have it makes it REALLY easy for them to camp from up there. What I think you should do for this is either make ALL of the upper levels roofed, or none of them. If you make them all roofed, make sure you player clip the roofs of every building.

    What might also help BLU out for the final spot is give them somewhere in the upper levels where they can hide behind a one way door. It seemed that BLU couldn't get any forward bases set up, and I imagine that was part of why they couldn't finish it at the end.

    On the outside of red spawn, as you go around the corner to your right there is an uplifed platform, it seems like it should be something one could super jump to. You might want to either raise it to the height of the platform right beside it, or lower it so that one could get on top of it.

    I hope that helps, and the map was a ton of fun to play. I look forward to seeing what ya do with it from here. :)
     
    Last edited: Aug 9, 2009