Conveyance

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Wilson

Boomer by Sleep
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May 4, 2010
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Stage 1 D

- Changed cp 1 cap sound.
- Balanced some overpowered sentry spots at last cp.
- Move some health and ammo packs for smoother gameplay.
 

LateLJ

L7: Fancy Member
Nov 27, 2009
408
157
cp_conveyance_s1d0000%20%28Small%29.jpg

HMM?

cp_conveyance_s1d0001%20%28Small%29.jpg

Mind the gap!

cp_conveyance_s1d0002%20%28Small%29.jpg

You can still open red team doors when you are blu. Really gamebreaking...

cp_conveyance_s1d0007%20%28Small%29.jpg

Why that health is there? It is not viable opinion for red, because they can just go to resupply room. Blu wont use that very often too since it is a dead end.

cp_conveyance_s1d0008%20%28Small%29.jpg

Turn these textures 90 degrees.
 

Tyker

L5: Dapper Member
Jun 1, 2009
232
142
To be honest, for every time I have played this map, only once have I seen the last point capped. Or rather, the second point. It is the second point in the map, so if people would play your map often, they would see the first 2 points more then any other point. So make it easier to cap them or the map will become incredibly boring, very quickly. Just make it easy to cap by giving the blue team for space, more health and ammo and a one way door to give them an incredible advantage. Or make it harder for red to reach/defend the point or the attack lanes of blu.
 

Wilson

Boomer by Sleep
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May 4, 2010
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To be honest, for every time I have played this map, only once have I seen the last point capped. Or rather, the second point. It is the second point in the map, so if people would play your map often, they would see the first 2 points more then any other point. So make it easier to cap them or the map will become incredibly boring, very quickly. Just make it easy to cap by giving the blue team for space, more health and ammo and a one way door to give them an incredible advantage. Or make it harder for red to reach/defend the point or the attack lanes of blu.

Funny thing is before you joined, blu won pretty easily and many times, and red defend really well too, it just seems when more people came, teams became unbalanced.

I did gather some useful stuff from test tough, i realised a little skilljump i made for scouts result to pyros and heavies flanking blue flanking blue, that wasn't something i wanted to happen. I think for next version i modify that jump part so only scouts can use it and then i watch demos from gameday and see from birdeye view what if i need to do some more changes for cp2.

I also could use second test. (I probably enter S1D to US gameday too, EU gameday this week wasn't the greatest success in TF2M gameday history)
 

LateLJ

L7: Fancy Member
Nov 27, 2009
408
157
Wilson, the server was almost full when we played last 2-3 rounds :p
 

Wilson

Boomer by Sleep
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May 4, 2010
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Wilson, the server was almost full when we played last 2-3 rounds :p

I know, can i quote something from my post.

blu won pretty easily and many times, and red defend really well too, it just seems when more people came, teams became unbalanced.

The server wasn't full when we started playing the map. :)
 

LateLJ

L7: Fancy Member
Nov 27, 2009
408
157
But I have to agree with Tyker that for a 2nd point it is quite hard to capture. Let's take cp_Dustbowl 2nd point for example. You have to run really long to get to the point. Conveyance's 2nd is more like cp_dustbowl's last point The spawns are just next to the point.

But that's just my two cents.
 

Wilson

Boomer by Sleep
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May 4, 2010
1,392
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STAGE 1 E

- Changed balcony front of cp 2 to more useful.
- Removed red begin able to jump onto hallway next to balcony.
- Changed the hallway to the left something more experiemental to try out how it plays.
- Fixed blue begin able to open red spawn doors.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
5,441
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Yea, increase space in corridors around CP2.

Also increase CP1 cap time, it's not that susceptable to counter attack anyway and will at least buffer the potential ninja cap of CP2. It also gives RED the chance to spawn during the lower spawn wave times before defending the last point.

For an A/D map this map was great for scouts.

Fundamentally the map was pretty balanced, it just takes people to learn the map first. People are too quick to claim imbalance because of some anomaly.

You might wanna also consider making the one way door team filtered. Although Dustbowl doesn't utilise this in its one way doors i was able to run around as scout and hold it open for my team.
 
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Wilson

Boomer by Sleep
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May 4, 2010
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Fundamentally the map was pretty balanced, it just takes people to learn the map first. People are too quick to claim imbalance because of some anomaly.

I know, one round blue spy cap last point and some random people started going on how map is "Really unbalanced"

Thanks for feedback, and it seems my job balancing stage 1 out is coming to it's end. Hopefully Stage 1 F will be last version of stage 1.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
5,441
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My only gripe with CP1 is that it's not that visible (The hologram). It's important that it is (although dustbowl does hide it's CP in a hut, it's the only building in that area).

The only reason i managed to guess it was on the high ground was because of swarming defenders. It's usually better to allow defense to defend from around the point than on it directly. The lack of space and access is troublesome for defenders.
 

Wilson

Boomer by Sleep
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May 4, 2010
1,392
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STAGE 1 F

- Made hallways around second cp wider.
- Made cp 1 cap longer.
- Moved some small props around for smoother gameplay.
 

Wilson

Boomer by Sleep
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May 4, 2010
1,392
1,228
STAGE 1 G

- Removed some useless props.
- Some more optimization (again)
- Moved exit from blue flank route a bit.
- Improved clipping on planks.
- Made full health pack inside container more obvious.
- Made full health pack container harder to camp.
 

Wilson

Boomer by Sleep
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May 4, 2010
1,392
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HEY GUYS!

So yeah, i been detailing stage 1 a while now and i decided it would be good if i test some of the changes i have done while detailing, so i port them to old s1g vmf and compile it. If everything goes well i might as well go and finish detailed version.

http://dl.dropbox.com/u/6948925/Maps/cp_conveyance_s1_test.bsp
http://dl.dropbox.com/u/6948925/Maps/cp_conveyance_s1_test.bsp.bz2

Stage 1 Test

- Made some of the doorways around last cp wider.
- Added some cover to second spawn door so long flank route isn't spawn camper heaven.
- Block a massive sightline.
- Made upper red spawn exit less spamable.
 

Hanz

Ravin' Rabbid
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Jan 18, 2009
844
479
Guess you should just release stage 2 and detail stage1.
 
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