[Contest Entry] pl_deepwater

Discussion in 'WIP (Work in Progress)' started by Zeewier, Dec 6, 2008.

  1. Zeewier

    Zeewier L9: Fashionable Member

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    I started with my payload map 2 months ago, but I have dicided that it was to big for a single round payload.

    So I had to come up with a new idea.
    I wanted to make a map with the first area with a boat loaded with the payloadcart. The first checkpoint is where the boat goes under a building (I was thinking about a sewer) and the payload will move on a rail from there.

    After some testing with loading the payload on a boat this was the best solution: 2 separate tracktrains, 1 for the boat 1 for the payload that will receive the same input untill the boat gets to cp1.
    Another problem I found was corners, when the boat takes a corner, and you stand next to the payload model you can get stuck inside the payload.

    I made the skin for the plutonium that is the reason for BLU's attack :)

    [​IMG]
    [​IMG]


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    No I don't expect myself to enter with a finished map, if I'm lucky with a first BETA :p ^^ But I just want to make a single stage payload ;)

    I'll try to keep this thread updated.
     
    Last edited: Dec 26, 2008
  2. Zeewier

    Zeewier L9: Fashionable Member

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    Synced thread with my head.
     
  3. luxatile

    aa luxatile deer

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    Okay, here's some feedback from gameday.

    Firstly: Cool idea. Love the boat.

    The last point is spawncamp heaven. BLU can get into RED's spawn since it's not blocked in any way (or so I heard, but I never saw it). Because there's only one way out which leads into a narrow alley, Soldiers and Snipers were dominating RED, not to mention it was really hard to get out as a Spy, thanks to random spam.

    Even while spawncamping, BLU had an incredibly hard time making the final push, since the last point is one big chokepoint. All in all, I think the last area needs to open up a bit for the better of BLU, and to relocate and improve RED's spawn.

    The first point with the boat is very open, and again I had problems as Spy, because there's so little ammo. I'm sure offensive Engineers had an issue with that as well. And of course, I don't think I need to mention the Snipers.

    [​IMG]
    When the cart is stopped right there, it's impossible to get by, which I would really like to do as a Spy. Must open up.
     
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  4. MrAlBobo

    MrAlBobo L13: Stunning Member

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    also...blue could really use some forward spawns...its not the best idea to rely completely on engies, and without the teleporters...well...to be honest the walk there would have been painful
     
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  5. Jamini

    Jamini L4: Comfortable Member

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    I feel it is necessary to point out that a good portion of the map is also very open, giving defensive scouts and snipers a pretty severe advantage over soldiers and demomen (except at the choke points). At the boat ride to the first point I was able to attack and kill enemies virtually at-will, and I wasn't the only scout doing so.

    The first cap especially could do with a lot more cover for the less maneuverable classes. I'm not asking much, just a few barriers or roofs.

    Still, for an untextured map it really is quite pretty architecturally.
     
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  6. luxatile

    aa luxatile deer

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    Oh, yes, forward spawns would be nice. That goes for RED too, like in Badwater Basin, since they also have quite the walk. Trust me, I'd rather have longer respawn times than a longer walk.
     
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  7. Codax

    Codax L1: Registered

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    Definately, I was totally taken by suprise by the boat ride. Awesome idea. The walk for the defenders was BRUTAL, forward spawns are essential. My biggest issue is not being able to get right into the action. Try to remember your map must eptimize the core mechanics of TF2.

    Additionally I noticed there is a train near the exit of the base, players can fall into this area and get stuck. I have a screenshot if you need it.
     
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  8. Zeewier

    Zeewier L9: Fashionable Member

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    I was on a lan party so it's a late reaction, but thanks a lot for the feedback :)

    @youme, will the boat disqualify me from the contest?
     
  9. NoHeroes

    NoHeroes L2: Junior Member

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    Tried to download for testing, kept receiving the following error:

    Warning: copy(downloads//ec_tmp/pl_deepwater_BALb.bsp) [function.copy]: failed to open stream: Permission denied in [path]/downloads.php on line 704
    ERROR: File not found.
     
  10. Zeewier

    Zeewier L9: Fashionable Member

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    I think that's a forum error...


    Updated thread: comments please :)
     
  11. luxatile

    aa luxatile deer

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    Comments about what? The name? I actually liked Deepwater better since it at least has something to do with the theme. It doesn't matter if it sounds like Badwater, because a) Deepwater means something entirely different (Badwater is the name of the place, while I assume Deepwater references the actual water) and b) even Valve has done this themselves (Badlands - Badwater). I guess Plutonium is nice, but again, it has nothing to do with the map (I could put a bunch of cats in a corner of my map, but that wouldn't make cp_cat a good name). IMO, keep Deepwater.
     
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  12. Zeewier

    Zeewier L9: Fashionable Member

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    ah ok :)

    Deepwater is also a place :p (with a station and a coal mine, but to small to be a harbor :p)

    I named it Plutonium because the final cp is an area full of plutonium (to create nukes)

    So it has something to do with the map ;)

    But I think I will stick to Deepwater then (because it's easier to remember the boat that makes this map unique)
     
  13. Zeewier

    Zeewier L9: Fashionable Member

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    List of upcoming changes for a3:
    -Fix Blu Forward Spawn doors :blushing: (has been fixed while playing already :p)
    -Move Red Forward spawn
    -Make Red normal spawn a little smaller
    -CP0-CP1: a little harder for blu, like adding a few more sentry spots and reopen it a bit.
    -CP1-CP2: I want to fill this area with a few more buildings (a full change of this area)
    -CP2-CP3: A few sentry spots and an extra alternative route
    -CP3-CP4: Make the bottleneck a little wider, re-adding a sewer that brings you inside of the building and make a part of the railway walkable, and to flank.
    -More Texturing
    -Start with Optimizing