[Contest Entry] Stovepipe Wells

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

  1. Cerious

    Cerious L7: Fancy Member

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    Check the previous pages, I've gotten a screenie of that already. Don't need to mention stuff that has already been found (though if you can tell how it affected gameplay, that would be nice because I can't tell for sure).
     
  2. Baysin

    Baysin L2: Junior Member

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    Well, it looks like Cerious already pointed out the only couple of things that I had issues with after todays run. I got stuck on a couple of ledges from time to time. I'll steal Cerious's pics here just to point out what I was still seeing problems with:

    This one, I didn't get hung up on it EVERY time, just when I hit it at an angle. If I was hugging the wall, I didn't seem to have trouble with it:
    http://img80.imageshack.us/img80/174/derp1as5.jpg

    This one, I actually didn't get stuck on it, but I get slowed down when crossing it. On the other hand, since the texture is different there, it almost looks like something you're supposed to hop over anyway, which is what I did without thinking about it the first few times.

    http://img73.imageshack.us/img73/6129/derp4ul7.jpg

    I only point it out in case you'd worked on those since the time Cerious noted them. If it's completely redundant, my apologies.

    Overall, I quite liked it. There were plenty of alternate routes for flanking or getting a better angle on sentries, there was plenty of vertical space for demos and soldiers, and over all everything seemed to go pretty smoothly. I'd have to play it a lot more than 25 minutes to really find any balance issues, but from my time today I'd say it's going swimmingly. Very nice!
     
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  3. captainAngry

    captainAngry L7: Fancy Member

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    This map is in the regular rotation on my server in it's b3 state. I run a ratings mod on my server to allow people to rate maps during our play tests and your make has a rating of 3.44/5 with 49 ratings. You can see how other maps have done here: http://gaming.calculatedchaos.com/ratings/

    This beta is running in our regular rotation and I look forward to seeing the alpha.

    -Captain
     
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  4. Chilly

    Chilly L6: Sharp Member

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    While exiting the first red spawn, the attackers reached the checkpoint and I got stuck in the door. It was kind of funny since I had a sentry just in front of me and just had to sit and watch while a spy sapped it and ran away. :)
     
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  5. FLOOR_MASTER

    FLOOR_MASTER L3: Member

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    Through all the 15v15 tests we've run (at least a dozen since I last posted), this section continues to be very problematic (e.g. BLU cannot win). I would love to include your map in our rotation, but the final section is simply impossible to approach. It is now even worse with the Sandman in play. Teams often reach the final section with 10 minutes to spare, and gameplay quickly degenerates into a mindless grindfest that ends up turning players against the map. I hope this can be addressed soon.
     
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  6. Nineaxis

    aa Nineaxis Quack Doctor

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    I've resumed work on Stovepipe hoping to get a RC1 out soon. I'm taking all feedback into account, including that.
     
  7. Chilly

    Chilly L6: Sharp Member

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    One solution would be to allow attackers a more protected route to the upper rear section, and then giving them a little more cover once they're up there. Perhaps instead of multiple smaller windows make a single large window, but shift it to the end of the room so part of that room is protected? Will sketch it out if you need me to.
     
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  8. Nineaxis

    aa Nineaxis Quack Doctor

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    [​IMG]

    Building needs some details, but I'm solving the issues of:
    1. Lack of Wooden Buildings
    2. RED Engies camping side route to B

    The door unlocks after A is capped to allow BLU to use the side path.
     
    Last edited: Mar 3, 2009
  9. Cerious

    Cerious L7: Fancy Member

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    Hooray for an update!
     
  10. Sgt.Sausage

    Sgt.Sausage L7: Fancy Member

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    I agree with what floor master said when he took those two screenshots and drew in red some ideas.

    Also i have to say the walk is not really that long from blu spawn to point three, but is easy for red to defend because they spawn closer and to fast. You should increase reds spawn times at this point.
    I has alot of fun playing this map today on both teams. Just some respawn time balences are needed and some help for blu on the final point which noted above looks like would be a good idea.

    Thanks cant wait for b4 (any release date hints)
     
  11. Mar

    Mar Banned

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    Wait a minute! How did you take a screenshot in hammer?
     
  12. Nineaxis

    aa Nineaxis Quack Doctor

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    Print Screen...

    I'm not setting a date for b4/rc1, I'm multitasking with cleaning up this and working on Furnace...
     
  13. Sgt.Sausage

    Sgt.Sausage L7: Fancy Member

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    Well works for me, I am just excited to see how this map improves.