[Contest Entry] Stovepipe Wells

Discussion in 'WIP (Work in Progress)' started by Nineaxis, Oct 3, 2008.

  1. Nineaxis

    aa Nineaxis Quack Doctor

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    Stovepipe Wells (Contest Entry)

    Stovepipe Wells Beta 3
    (pl_stovepipe_b3)

    Download: TF2Maps.net or FPSBanana

    Revision History:

    Beta 3
    • Fixed areaportal bug
    • Fixed displacement misalign
    • Slight lightmap optimisation
    • Eliminated VPHYSICS console spam
    • Corrected minor detailing issues
    • Added bz2 to download folder
    • Added .RES file for server owners to force download Quick List thumb
    Beta 2
    • Major detail pass
    • Adjusted displacements for ease of movement
    • Fixed two-way one-way door
    • Fixed minor detailing issues
    • Fixed playerclipping issues
    • Minor lightmap optimisation
    • Added menu photos
    • Added Quick List photo to download folder
    Beta 1a
    • Fixed detailing issues
    • Fixed playerclipping
    • Adjusted displacements for ease of movement
    Beta 1
    • Detailed entire map
    • Added 3d skybox
    • Finished displacements
    • Adjusted health and ammo
    • Adjusted cart settings for smoother motion
    • Playerclipping
    • Soundscapes
    • Implemented explosion
    Alpha 7
    • Major Layout changes around final cap
    • Minor layout changes around Cap C
    • Adjusted one-way grate trigger areas
    • Adjusted health/ammo packs
    Alpha 6
    • Added new route to cap B for BLU
    • Added one way door for BLU to the building after cap B
    • Adjusted health/ammo packs
    • Small layout adjustments at cap B
    Alpha 5
    • Restructured area surrounding cap B
    • Adjusted Red's spawn for shorter walk to the start
    • Adjusted health/ammo packs
    • Minor track adjustments
    • Added final cap camera
    • Adjusted final cap layout
    • Adjusted cap reward times
    • Adjusted terrain heights
    Alpha 4
    • Fixed critical final cap bug that allowed cart drop without capping
    • Adjusted ammo and health packs
    • Inclusion of fog and shadow controllers
    • Detailing of BLU Spawn
    • Small layout adjustments
    Alpha 3
    • Added 4th Cap Point, Adjusted Cap positions
    • Adjusted Health and Ammo sizes
    • Fixed Capture Bell ringing on cart recession
    • Small layout changes
    • Adjusted cart recession speed

    [​IMG]
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    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Stovepipe Wells Development Pics @ Flickr

    Thanks
    Tim "Youme" Johnson
    MangyCarface
    TheDarkerSideOfYourShadow
    FLOOR_MASTER

    TF2Maps.net Community
    2fort2furious
    TeamSpork.net

    Numerous others who helped motivate me to get this done
    And all server owners who have ran this map!
     
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    Last edited: Jan 14, 2009
  2. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    Excellent. Nice blend of high and low ground, as well as the amount of buildings increases the farther you go into red's base. Some of the vertex edited terrain looks a bit too blocky to me, but hey! its an alpha. Can't wait to test this with populated server (planning to use my brother's computer to test because no one likes func_detailing alphas apparently :/)
     
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  3. Nineaxis

    aa Nineaxis Quack Doctor

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    Of course vertex edited brushes are blocky, I'm not going to add so many vertexes it might as well be a displacement! :p

    I have some func_details... vertex editing screws with vvis pretty darn well.
     
  4. MangyCarface

    aa MangyCarface Mapper

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    From what I played, very fun. Nice tag by the way
     
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  5. Nineaxis

    aa Nineaxis Quack Doctor

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    I started typing in "contest", and the forum recommended I put that instead. :p

    From the playtesting we did last night, it seems like the biggest issues are:
    • Cap Point Placement- need another one and to move the existing ones so that they are in better places for the spawn control and stopping the cart from rolling too far backwards
    • Ding sound when cart rolls back to the cap
    • BLU's forward spawn can be camped (need more feedback on this)

    Which is frankly a too small list of problems, I think...
     
  6. tenaciousg

    tenaciousg L1: Registered

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    yeah you got it nice there nine, the only thing i did not like about this beautiful map is..
    if you look below(using your image as example.) south & south-east(ramp area) of red's spawn it seems very odd to me, there's a secondary spawn there which doesn't seem to work or isnt implemented yet. overall i think final cap needs some layout adjusting.
    [​IMG]
    great map. :)
     
  7. Nineaxis

    aa Nineaxis Quack Doctor

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  8. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Looks pretty good.

    Only suggestion is "wiggle" the track a bit more.

    Also, perhaps this edition..
    [​IMG]

    At x you could add a balcony where red can drop down and ambush blu. But blu could obviously jump up and defend it also. I'm not sure how that would mess up your cp placement though.
     
  9. YM

    aa YM LVL100 YM

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    That $7bil bailout is paying off then :laugh:

    Despite the initial lack of awesomeness this is begining to look very promising :thumbup1:
     
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  10. Nineaxis

    aa Nineaxis Quack Doctor

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    I've been doing some work in BLU's spawn, since it doesn't look like it will have to change...
    [​IMG]
    [​IMG]
     
  11. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    I mentioned it yesterday while playing, but just in case you didn't catch it. The cart can be stopped by someone standing underneath the bridge, where the first point is.
     
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  12. MangyCarface

    aa MangyCarface Mapper

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    Nine... your detailing skills emerge. Awesome detail room.
     
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  13. Randdalf

    aa Randdalf

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    Yeah, although, I would suggest putting a few wires to the lamps on the ceiling, as it looks like they're sticking out of the rock.
     
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  14. laghlagh

    laghlagh L6: Sharp Member

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    That spawn is awesome!
     
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  15. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Looks very nice, though.. maybe a little too inspired by goldrush, i would like to see a little originality in that prop room. That dropped bomb is a nice touch :)
     
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  16. Nineaxis

    aa Nineaxis Quack Doctor

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    Stovepipe Wells Alpha 4
    http://forums.tf2maps.net/downloads.php?do=file&id=686
    [​IMG]

    Changes:
    • Fixed critical final cap bug that allowed cart drop without capping
    • Adjusted ammo and health packs
    • Inclusion of fog and shadow controllers
    • Detailing of BLU Spawn
    • Small layout adjustments
     
  17. Zwiffle

    Zwiffle L6: Sharp Member

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    Hey, pretty cool map so far. Couple problems I had were all by that one turn after the first cap point.

    There's a rock that lies right near the tracks. If the cart is turning around the corner you can get stuck between the rock and the cart.

    I like the turn itself, even though it's a bit of a choke point, because demos are really good there. I would suggest maybe making a route unlock for blue after they get the cart to the first cap point which allows them to sneak behind that rock? It should only open from one side so red can't flank.

    We didn't get all the way to the end in the test, so I can't say what the end of the map is like, but it seems pretty tough. Someone complained about pyros not being that useful, I was playing sniper/demo/spy so I can't say. I didn't notice any imbalances with those classes.

    Looking good so far.
     
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  18. Nineaxis

    aa Nineaxis Quack Doctor

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    Here I am, spamming new versions of my map...

    Stovepipe Wells Alpha 5
    http://forums.tf2maps.net/downloads.php?do=file&id=686
    [​IMG]

    Changes:
    • Restructured area surrounding cap B
    • Adjusted Red's spawn for shorter walk to the start
    • Adjusted health/ammo packs
    • Minor track adjustments
    • Added final cap camera
    • Adjusted final cap layout
    • Adjusted cap reward times
    • Adjusted terrain heights

    I hope this version fixes the balance issues that arose during gameday, that:
    • Cap B was near impossible to cap
    • Pyros were underpowered
    • Scouts and snipers were overpowered
    • Red had too great of an advantage
     
    Last edited: Oct 12, 2008
  19. tenaciousg

    tenaciousg L1: Registered

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    hm.. i might not of been there for the last gameday when this map was put to a real test but in our small tests i didnt notice any advantage of any class over anothher that was just based on the individuals skill i somewhat agree with B being a hardish cap but that's gonna happen.. even in valve maps.
     
  20. MangyCarface

    aa MangyCarface Mapper

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    Nine,

    F_M put it up on 2f2f last night. I can honestly say there are no outstanding problems and that the only thing to do right now is to run it again and again until someone spots one. Classes worked in balance fine, the map was relatively smooth throughout. If anything's wrong it's here:

    BLU forward spawn still too campable by red team. Make the passage to the left of BLU forward spawn (if you're looking directly at the door from the outside) one-way towards RED.
    Rotate RED spawn locations after shortcut door closes.

    That's all for now I guess. Keep it up.
     
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