Cauldron a10

By Shmitz

  1. Shmitz

    aa Shmitz Old Hat

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    When teams are more balanced, I've seen a number of comebacks from the last point (there were one or two today, in fact). If one team has a clear skill advantage, well yeah, you're right in that. It kind of made me sad that it took three scrambles to get even teams, and then we hit the round limit and had to start the map over, and they got stacked again. :p
     
  2. PenPen

    PenPen L5: Dapper Member

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    Yeah, that's true (now that I remember!). In the later rounds it's a lot more back-and-forth.

    And we did two scrambles in a row. Yay skill disparity. D:
     
  3. The_Ulf

    The_Ulf L6: Sharp Member

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    Haha, well besides the skill gap it played great. :D

    Found a displacement seam:
    [​IMG]
     
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  4. BrokenTripod

    BrokenTripod L5: Dapper Member

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    Yeah, I think I might start compiling a list of reasons to remove gameday round limits, because the map gets played for 30 minutes no matter what anyway, and it just meant the teams were unbalanced again.

    I must say that for first impressions, the map is amazing. It played surprisingly well, despite having such an open area for the mid point, and I didn't feel like I was unable to hit anything as heavy (In many maps I feel like everything is just too far away for heavy)

    The 2 or so rounds we had when it was balanced was great fun =D Can't wait to see the next release!
     
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  5. H-land

    H-land L2: Junior Member

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    I love this map. It is beautiful. Even its dev textures are delicious. (Though that may have something to do with how cerulean and turquoise are some of my favorite colors.) The pits at the end by the final spawn mean that once my team wins or loses, I never have far to go to jump to my Victory Pit.
    Only textures and details can help. And more publicity, maybe.
     
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  6. MrTwitch

    MrTwitch L1: Registered

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    Fun map, only three concerns:

    I fell off this ledge and was followed by that Demoman. Putting a railing or something else to block the path would be a good idea. It isn't game breaking but I wasn't the only one who went the wrong way.
    [​IMG]

    The other concern is the spinning directional signs. When RED capped the center CP and the direction changed, everyone filed into the next CP instead of trying to recap the other point. This pretty much ensured whoever capped the mid point first a win.

    On a purely cosmetic note. the stairs in all of your maps are the wrong height for TF2 but I am sure you know this and the fact that you haven't changed it in any of your maps has caused me to accept it.

    This is just awesome.
    [​IMG]

    Thanks!
     
  7. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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  8. MrAlBobo

    MrAlBobo L13: Stunning Member

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    This map has an unusual ability to attract people to the server.
    Two days ago I threw the map up and 2 people joined.
    Yesterday 5 people joined, then the map changed to yukon and everyone left <_<

    Bear in mind that during this time I would sit in the server and change the map every 15-20 mins to try and get people to join, no one joined on any of the other maps. The people that joined seemed to like it despite the small number of people
     
  9. Remix

    Remix L69: Deviant Member

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    I think my group of fellas is gonna try to run some playtesting on this map tonight. I will leave you a link to a Source TV demo afterwards if you want to watch.

    Add me to Steam friends when you get the chance.

    Edit: Playtesting started too late (12:45 am) and we didn't get the chance to start a second map because everyone was too tired. Hopefully we can try it out on our next playtest date.
     
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    Last edited: Sep 6, 2009
  10. Vander

    Vander L8: Fancy Shmancy Member

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    Had a blast playing this map earlier today. The pictures don't do this map justice. It's very pretty.

    The only thing I saw was coming out of the 2nd spawn, if you spawned on the right side of the room, it is not easy to see the arrow directing you to the middle cap.
     
  11. SPHinx

    SPHinx L2: Junior Member

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    fun times today

    I played a few rounds of this earlier today. Very fun. Very pretty. All of this I am sure you heard before.

    If I may suggest: (1) More health pickups. (2) It may be a bit late in the development for this now, but the layout seemed pretty confusing to me. I could find my way to the points after a few rounds, thanks to all of the arrows (which are very helpful), but I had no real sense for the space. The kind of fantastic setting may not call for such things, yet part of what I think is great about (most) TF maps is that they intuitively feel like a real place.

    Also, I kill you. ;-)
     
  12. Shmitz

    aa Shmitz Old Hat

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    I've been pondering upgrading one of the health packs in the middle area to medium, but one thing I'm wary of is having two mediums too close to each other so that they can both be grabbed within a few seconds of each other. That has a tendancy to make scouts more powerful than they should be.
     
  13. Remix

    Remix L69: Deviant Member

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    Finally got that playtest done last night, however it was rapidly approaching 2 am, so we were only able to pull through with a 5v5 for roughly 20 minutes of playtime. We left comments in voice chat at the end of the demo. Enjoy!

    http://www.mediafire.com/download.php?nyqmy0jmczr
     
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  14. Shmitz

    aa Shmitz Old Hat

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    Doing a little bit of detailing:
    [​IMG]

    Starting to plan for the visuals a bit more. Might actually have a beta sometime in the next couple weeks!
     
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  15. shdw.puppet

    shdw.puppet L2: Junior Member

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    I am going to play a preseason comp match on it tonight so I will upload my demo (from medic viewpoint).

    From a comp standpoint, the mid point seems a bit.... odd. The majority of the fighting will not take place on mid, but rather to control the enemy yard and the ridge around the point. My team and I have already commented on how slow it is to get to mid, but that is not bad, gives us time to get a kritz and a heavy up there, a rape combo for that area.

    we did not go over second point, but it too looks different than any map we played. Spam will be big there as there are only a few, easily coverable points of entry.

    To me, last looks like it could either be great, or suck really bad.

    Take all this with a grain of salt as we havent played yet. I will upload the demo and any thoughts later, looks like it could be a fun change of pace, especially if it is put into main circulation for TWL.

    @edit I forgot to say, with a two sticky jump or a really good rocket jump, you can get up where all the jungle trees and bushes are overlooking mid, I dont know if you want players there, but they cant be seen and pose a balance problem if it stays.
     
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    Last edited: Nov 17, 2009
  16. Shmitz

    aa Shmitz Old Hat

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    I'm aware of that problem. That was due to forgetting to enlarge the clipping after I created the cliff displacements. It'll get fixed.
     
  17. Icarus

    aa Icarus

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    Awesome, I thought you stopped working on this one.

    This is up with my top most anticipated maps.
     
  18. Shmitz

    aa Shmitz Old Hat

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    Yeah, I started working on it again. Then I got Borderlands. It's been a most difficult diversion to resist...
     
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  19. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

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    I have the exact same problem Shmitz. And I'm about 15 levels behind you... :3
     
  20. oxy

    oxy L5: Dapper Member

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    This is looking great. We don't put alphas up on our server but am anticipating your first beta. :)