cp_overflow

Discussion in 'WIP (Work in Progress)' started by S.E.A.L.#555, Aug 8, 2008.

  1. S.E.A.L.#555

    S.E.A.L.#555 L1: Registered

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    Been meaning to create one of these threads forever, kind of ironic that I only get around to it when the map is done.

    Finally released the final version of my map Overflow.

    There were a few gameplay issues with Beta 4, however these were rectified, and after extensive gameplay testing on the ATF servers, I'm confident in this release.

    The map is available on TF2maps here, and on FPSbanana here.

    Please give it a look, I hope you enjoy it.

    Thanks for the help that various people have given in chat at various stages, especially some of the old timers like Shmitz and Roden who were here at the start.

    [​IMG]

    [​IMG]

    [​IMG]

    Cheers,
    Seal
     
  2. PMAvers

    PMAvers L6: Sharp Member

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    Awesome, always good to see a map get finished. Makes one wonder how many good maps get left on the wayside of the road without ever getting completed.

    Anyway, definitely going to stick it up and see how it goes.
     
  3. Jacfu

    Jacfu L1: Registered

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    Congrats on reaching the final... :)
    1st screen looks awesome, can't wait to test it out.
     
  4. Laz

    Laz L7: Fancy Member

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  5. Redfurn

    Redfurn L1: Registered

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    Wow, the final looks great, other versions i played were oversized and/or the middle point design wasn´t as good as it is now.


    I still see a problem out there, sorry.
    The elevator with the music is so funny, great idea. :)
    But the top of all elevators has to be "nobuild", at the moment you only have to place something there, doesn´t matter if it´s a sentry or only a teleporter (that you cannot even see from lower places) and everyone who uses the elevator dies instantly. :(
     
  6. S.E.A.L.#555

    S.E.A.L.#555 L1: Registered

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    This has not been a problem in playtesting.

    The elevators off the stairs indeed do have nobuild up to the point where you are out of sentry range, so it gives people a chance to take them down.

    The ones on the finals points don't have nobuild, but they are significantly exposed there, to demos, rockets, sniper fire, spies etc.

    Like I said, haven't noticed anything in playtesting. Thanks for the feedback though.
     
  7. Redfurn

    Redfurn L1: Registered

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    You can build on the elevator that goes to the roof of the base and on the elevator with the music, too.

    And of course they are exposed and everything can be destroyed, but as said a teleporter up there cannot be seen from below.

    So engineers can build a sort of trap, and i think that´s not intended that way.
    A trap would be a sentry next to the elevator exit, but not an instant killing teleporter or dispenser. ;)
     
  8. PMAvers

    PMAvers L6: Sharp Member

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    One little thing I noticed with the elevator in the rock spire is that I got trapped in there once. Went in from the bottom, rode it to the top and back down without moving, and the door at the bottom wouldn't open, and the elevator wouldn't move again until I noclipped out and came in again normally.
     
  9. S.E.A.L.#555

    S.E.A.L.#555 L1: Registered

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    Thanks, I'll check it out. The door opens automatically when it hits the bottom, I've tested it a number of times....most irregular.

    Maybe you can let me know if you can reproduce it.
     
    Last edited: Aug 8, 2008
  10. laghlagh

    laghlagh L6: Sharp Member

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    Looks pretty impressive!
     
  11. YM

    aa YM LVL100 YM

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    Wow I had no idea this was by you.. we played this a fair amount on colts playground ages ago and ages ago and it went down quite well I think the overall opinion was it was a bit large.
     
  12. luxatile

    aa luxatile deer

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    Ooh, this looks like a very nice map. I've got to try it some time.

    @ Youme: omg you have 1,999 posts. :eek:
     
    • Thanks Thanks x 1
  13. PMAvers

    PMAvers L6: Sharp Member

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    Did some fiddling around with it, couldn't get it to happen again.

    (Did discover the wonders of the lethal door for that elevator, though. :D )

    One little detail thing that I noticed was that the "monitor" in the start spawn is still "pointing" at the old first CP, which doesn't exist anymore.
     
  14. flubber

    flubber L4: Comfortable Member

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    It's a real pleasure to renew the overflow experience, this time the map is great (we played the beta version for a long time, months ago). I especially like the elevator music.
     
  15. S.E.A.L.#555

    S.E.A.L.#555 L1: Registered

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    Hehe...yep, and in fact it was one of the first TF2 customs, being released first under the name cp_floodway, which was a massive map, almost twice the size of overflow D:.
    Yep I came to be of the same opinion :), and so I shrunk it down a little...first by moving the last point a lot closer the the 2nd last (and sealing off the basement of the base), and secondly by making direct paths between CP 2 and the centre CP, and also cutting down the water tunnels into the centre and putting a door into the side of the radar shack (CP 2). These changes make the map quite a lot more compact.


    PMAvers - Yeah, I left the monitor on the image of the original final CP, as some people said they liked it for nostalgic reasons.

    flubber - very kind of you to say...I hope the new version brings you even more fun.