cp_erosion

Discussion in 'WIP (Work in Progress)' started by ikem, Feb 11, 2009.

  1. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

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    The new mid looks perfect! I can't wait to get my hands on it, I think from a balance and from a competitive standpoint it will be incredibly much better. >:3
     
  2. ikem

    ikem L6: Sharp Member

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    well b4c is out... but i think the only thing i will be doing with it after this point is

    - moving 2/4 to where they are behind the fence and deleting the fence. Also changing the layout of the cliffs.
    - adding cover to the mid area.
     
  3. pekken

    pekken L1: Registered

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    Thats sounds awsome, but make sure u dont screw it up, because the map is very close to perfect! :)
     
  4. rayK

    rayK L1: Registered

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    the map looks... AWESOME!
     
  5. Phobos

    Phobos L3: Member

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    God I wish I would see the map in rotation somewhere. I really want to play it with more people than just me.

    But I can still give you a little feedback. There's a metal plank on the red side of the upper gangway. It sometimes stops your movement when you come from the central cp to the final cap. You have to jump over it to move on.

    I attached a screenshot of the plank.
    [​IMG]
     
    Last edited: Feb 24, 2009
  6. Big Lou

    Big Lou L3: Member

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    TF2F played this the other night in a 4 teams of 7 PUG. Although many had fun, a lot of people were frustrated with some of its drawbacks. To make it easier, I'll list the problems we had:

    - Way too many things to get stuck on. Many of the ramps were too steep to walk over. Lot's of little nicks and corners will impede your progress which can make retreats INCREDIBLY frustrating. Add a lot more player clips to prevent getting stuck.

    - Some areas were much too dark. A few people had to increase the Gamma on their GPU's just to be able to play.

    - Direction? There needs to be a lot more direction in the map. Sure there are some subtle differences between the two sides, but a lot of people were getting turned around, especially at the middle. Add more signs and arrows for people to follow.

    - Pyros RULE this map. I ran pyro, which is a class I never play, and DOMINATED the map. The other team switched to 2 pyros and gave us one hell of a time. There needs to a few more small healthpacks around the ground level and make the water in the middle high enough to extinguish flames.

    - 2 and 4 are way too close to 3. It's kind of ridiculous that a team can take mid and 4 within seconds of each other. It makes back-capping nearly impossible against a good team at 4.

    - Spawn doors close immediately after walking through them and will block others behind you for a second. Very annoying. I'm not sure if this is because the triggers are set to Ontouch and not Ontouching.

    - CP1/5 spawns are way too easy to camp and can be held down by a demo/pyro fairly easy. Perhaps adding another exit (maybe one floor up?) could help a lot.

    There were a few problems with the middle too, but I withhold my comments after seeing the complete retooling of CP3. Overall we still had fun, but I know a lot of these issues made people not fully enjoy it. But you know what? It's a beta, and we never expected it to be perfect. It was unique, and looked great. Overall very nice! Keep up the good work!
     
  7. ikem

    ikem L6: Sharp Member

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    thanks lou but since the deadline has been moved i get to try some of the things i wasnted to do at the start :D like the change in location of 2/4 AND final
     
  8. oxy

    oxy L5: Dapper Member

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    I agree... work on those player clips and lighting.
     
  9. FLOOR_MASTER

    FLOOR_MASTER L3: Member

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    We tried b4c on 2f2f. I was really surprised at how well optimized the map has become - we had tried an earlier version weeks ago and framerates were, we thought, irredeemably bad. Not so anymore...

    The spawn doors are definitely an issue. They can close too quickly, causing the team to have to back up out of the trigger area before trying again.
     
  10. GrimGriz

    GrimGriz L10: Glamorous Member

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    I just caught the tail end of this on this gameday, but I think it'll be a whole lot of fun. I love the vertical variations. Caught you say it was your last gameday before you left, dunno what's up with that. I'd like to play it some more...if you set up a test on your own or anything and/or want it on my server, shoot me a pm.
     
  11. Icarus

    aa Icarus

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    Definately.

    This map is really fun. You just need to take some criticism with a grain of salt.

    I really hope to see it again on gameday.
     
  12. Apom

    Apom L6: Sharp Member

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    This map is by far the best-looking custom map I've ever played. Actually, I'm tempted to say it's the best-looking TF2 map at all. However, you should use a more linear layout, so that one can't bypass all the middle points entirely and jump straight from the spawn to cap 4.
     
  13. trainRiderJ

    trainRiderJ L5: Dapper Member

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    There are still a lot of places to get stuck on trying to walk up and down ramps, small hills, logs, etc. Just be sure to go over the map with a fine-tooth comb and playerclip the ground so it's nice and smooth any place there is a transition in height.
     
  14. ikem

    ikem L6: Sharp Member

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  15. MungoKing

    MungoKing L3: Member

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    Played the map on gameday, and it seems very balanced, and much more fun than the b3 version. Just make the doors a little more obvious in the forward spawns ( I think you said you were fixing that) and I'm still getting stuck in something around the 2/4 point on Red's side. Please just put a player clip over that whole area or something, sort of annoying when fighting people. That's about it, hope that helps!
     
  16. ikem

    ikem L6: Sharp Member

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  17. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

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    WOW those are some gnarly changes. The one change that looks concerning to me is the change at last... I like the new open format but it looks far too open and whatnot. It seems to me that it almost caters too much to what the perfect wide open vertical map would have, as in you've overdone it maybe. I like the cap itself being open, but some vertical obstructions like cliff walls are always welcome.

    All in all the change to 2nd/4th look amazing! The one change I don't know if I agree with is how you've changed the catwalk system between 1st/2nd/3rd. If anything, by not allowing all classes easy passage on top of 2nd from 1st you're making it harder to push out of the last point.

    Great work though! I'm VERY excited!
     
  18. ikem

    ikem L6: Sharp Member

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    yea i am going to leave the cap layout the same (for sure) they are very good distances apart. also this next play testing for if the last cap should be in a shack or open like it is now. the map will come down to respawn times
     
  19. ikem

    ikem L6: Sharp Member

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  20. Mar

    Mar Banned

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    WoW! This map was really improved graphically since last time I checked it!