Boundary Bay

Discussion in 'Map Factory' started by SPHinx, Nov 2, 2009.

  1. SPHinx

    SPHinx L2: Junior Member

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    Your standard symmetric control point game type.

    BLU and RED are fighting for control of a shipping terminal in Boundary Bay, British Columbia.

    This map is a part of the TF2 World Server Rotation Project.

    Beta 1 release! Comments, criticisms, and suggestions are all very welcome!

    Thanks to:
    - A Boojum Snark for his mapping resource pack
    - Nineaxis for his guide to overlays.
    - FreeLance_Fox for the helpful comments and suggestions.
    - Tinker for the name.
    - Boylee for his Mann Co. container
    - The play-testers from Dec. 2nd's gameday for their encouraging and helpful feedback.
     
    Last edited: Jan 21, 2010
  2. Botervloot

    Botervloot L1: Registered

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    Layout looks interesting. Maybe a bit busy, because you can take all these different paths, but then agian, it's symetrical, so it isn't too much.

    Work on the 'style'.
     
  3. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    I like it :)
     
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  4. Exist

    Exist L6: Sharp Member

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    The 2nd pictures CP looks really open. Just a little more cover because it's a small space.

    I also love that bridge ^^
     
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  5. absurdistof

    aa absurdistof

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    Could we please get an overview? It also looks pretty detailed for an a1, but who knows, maybe it plays well.
     
  6. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

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    Very interested! I just ran through it and found there to be a few inherent problems, however, that you should really address before proceeding. Also I have a few small fixes.

    1: The whole map feels HUGE. Even as a scout, the sheer scale of the middle area and the last area, plus the length of some of the hallways, is just too much! If you were to simplify the pathways and remove some of the areas between the CPs, I think that would do a lot to reduce this length. Furthermore, it would let the gameplay be a lot more linear. As it is, you even have a tunnel that goes all the way around 2nd (the long one from the 1st yard to the yard by mid). Those types of things don't work in TF2, they'll just dilute the gameplay.
    2: 2nd is nice but the height-differences plus the railings is too much. I like idea of the lower and upper entrances but as it is, the lower one is a death trap.
    3: On mid, I find the bridge CP to be very limiting. It's a cool idea, but add maybe one more way up for each side? Also, make the cap zone larger than the base of the CP, please. As it is, I assumed that the caution tape on the edge of the bridge meant that the whole thing was the trigger, but it's not! Finally, the crux of the V where the support things meet (even in height to the CP platform) is a spot where one can get stuck.

    Good luck, I like the theme so far!

    -FoX
     
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  7. MangyCarface

    aa MangyCarface Mapper

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    Name absolutely needs to be changed. A bad name can make your map unrecognizable to the player base, is a nightmare for admins, and generally a bad idea!
     
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  8. Martham112

    Martham112 L2: Junior Member

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    I know it may seem a bit silly for me saying this. But the reason the name is what it is, is due to the TF2 World Project in his post. Since his map is set on the dot that is positioned over the Tsawwassen area of Canada, that's why his has that name. Same with my map, Vladivostok
     
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  9. Tinker

    aa Tinker

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    Vladivostok, however, is a name everyone recognizes and knows already. In the OP's case, I'd go for "cp_boundary", with the full name CP Boundary Bay, as that is what's connected to Tsawwassen, but is an easier name to remember.
     
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  10. Randdalf

    aa Randdalf

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    Ts-was-waagaaden-what?

    Server owners would also need to remember how to spell it (if they used rcon, which... isn't that common).
     
  11. SPHinx

    SPHinx L2: Junior Member

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    Awww c'mon! :p

    I will change the name for the next release. Probably using Tinker's suggestion.
     
    Last edited: Nov 4, 2009
  12. SPHinx

    SPHinx L2: Junior Member

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    Alpha 2

    Yeah! New release.

    I do have a couple of questions about updating my thread here. Is there a way to change the name of the thread to reflect the change in map name? Also, how do I remove the old screenshots?
     
  13. SPHinx

    SPHinx L2: Junior Member

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    Alpha 3

    And yet another update. Thanks again to the gameday folks for their help.
     
  14. MangyCarface

    aa MangyCarface Mapper

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    This is looking really solid. Keep up the excellent work.
     
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  15. purequaternion

    purequaternion L3: Member

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    Side note: the title reminded me of Botany Bay (see Star Trek TOS and Star Trek II: The Wrath of Khan). :)
     
  16. v3locity

    v3locity L1: Registered

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    Had the chance to play this in the gameday today. I really enjoyed the middle point, it gives a lot of different ways to get there and when you do get there there are a lot of different heights that you can choose to fight from especially if you stick up on the crates that border the surrounding areas and just spam downward at the point.

    One thing that I would request though is working on the route to mid, it's fine if you're just running but if you're like me and you need to get to mid asap with relatively high health so you can fight straight off the bat, it's pretty awkward. I think it would be pretty easy to fix by moving/adding some healthpacks to encourage certain routes. If you requested the stv demos from the gameday then you should be able to watch me (didn't see anyone else doing it but I might have missed it) at the beginning of the rounds to see what routes I took and maybe go from there. I had a really good route going for the last couple rounds, just needed some healthpacks and it would've been great.
     
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  17. Engineer

    aa Engineer

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    [​IMG]
    [​IMG]
    There are many places where i can camp, standing on top of the highest crates.
     
  18. SPHinx

    SPHinx L2: Junior Member

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    This is by design. The high ground is supposed to be critical to controlling the final point.

    That said, it may be *too* critical. In the first play test it seemed OK to me. Yesterdays it was hard to tell. There was never really any good fights by the final point. :bored:
     
  19. Martham112

    Martham112 L2: Junior Member

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    I think that's because the final point may be a little too easy to cap. I'm not sure of a good way to change that though.

    Moving the foward spawns back will help a lot, and maybe try and put some good sentry positions in? I'm not sure really.
     
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  20. luxatile

    aa luxatile deer

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    I quite liked this overall, but I think the scale is generally a little too large, especially vertically. Your staircases shouldn't be so steep either.
     
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