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cp_watershed (name pending)

Discussion in 'Map Factory' started by red_flame586, Sep 30, 2010.

  1. red_flame586

    red_flame586 L7: Fancy Member

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    Watershed: (n) the entire geographical area drained by a river and its tributaries; an area characterised by all run-off being conveyed to the same outlet
    -----------------------------------
    It's Back!!!

    Watershed is a small 5cp map based in a water plant of some description. The map doesn't involve much water combat as it is used mostly aesthetically or as a flanking route. I'm currently unsure what this map is going to look like in later stages, possible a mix of industrial and swamp themes.

    In the latest version I've added a flanking path for the defenders, hopefully making the second point easier to cap back. I've also made it possible to get onto the roof at the second point, and added a drop down in the building below. Most importantly, I've fixed everybody's favourite feature, the confusing signs... their passing will not be mourned.

    There are currently a few problems I need to sort out including area portals not working (hopefully will be fixed by next version), props glowing (if anyone could point me in the right direction it would be greatly appreciated) and floor in some places being dark whilst anything else including players lighting up well, (help with that to would be greatly appreciated)

    Feedback would be greatly appreciated, I might get it in a game-day some time soon.
     
    Last edited: Dec 4, 2010
  2. Ost

    Ost L2: Junior Member

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    There are BLU and RED dev textures included in the game files nowdays. You don't have to use custom. Just open the texture browser and type "dev" in the "keyword" box and "tf" in the "filter" one.

    As for the map: Looks small. Too small.
     
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  3. Beetle

    Beetle L9: Fashionable Member

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    I actually disagree with Ost about it being too small. I ran through it, and I think the size is fine. its not the biggest 5cp map ever, but not everyone likes warpath to death.

    The layout is fine with me too, though I'd really like to playtest it with more than myself. But the water is the thing I have a problem with (go figure). If someone else disagrees let me know, but I find the water in this level to be really....annoying. There's too much of it, and I think it plays too big of a part in the map. I hate swimming unless its not for very long.
    The door triggers either need to be lengthened or the speed needs to be increased, but just a tiny bit. I get snagged just for a second on the door - not a really big deal though.

    Also, a few self-explanatory errors in the following screenshots:
    edit: OK they aren't self-explanatory. As you get closer to that window it shows the glass, but further away and it does not.
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
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    Last edited: Sep 30, 2010
  4. Terwonick

    Terwonick L6: Sharp Member

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    I can't say for sure, but it looks like you used a HL2 texture for the water, FYI
     
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  5. red_flame586

    red_flame586 L7: Fancy Member

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    Yeah, I'm aware of the glass texture, it's strange because it's a single brush and I have no idea what caused it to do that, I'll try just rebuilding the brush. I'm also aware of the bit in the last screenshot, it's a door that slides out when the corresponding team captures the second last point so they don't have to go and run all the way through the centre point as well as direct team flow, I'm unsure if I should keep it there or not, but i'll make sure i make it a lip for the next release

    nah, it's the 2fort texture, but I understand that it doesn't look quite right, I'm thinking of changing it to another one, maybe well or something, maybe it also needs to be scaled a bit to .5 or something
     
    Last edited: Sep 30, 2010
  6. Beetle

    Beetle L9: Fashionable Member

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    I'm betting it just doesn't look right because of the textures on the sides and bottom that your water is refracting on. Once that is the real texture and not dev textures it will look much different.

    Also, the only thing it has to reflect is a bunch of light gray textures and blue sky.
     
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  7. red_flame586

    red_flame586 L7: Fancy Member

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    Updated to a2
    - Removed setup time
    - Changed the middle point and made it bigger, with two side areas on the side
    - Added letter signs to direct players to points
    - Made health kits smaller
    - Fixed the buggy window at both the last points
    - Stopped Engies building in respawn doorway of last point
    - Player clipped and added cover over well doors
    - Closed forward spawns for exit only
    - Fixed area portals, they now work
    - Other minor changes
     
    Last edited: Dec 4, 2010
  8. lana

    aa lana Currently On: ?????

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    Oh I just got it. This map has nothing to do with censorship, it's just a water shed.
     
  9. red_flame586

    red_flame586 L7: Fancy Member

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    Maybe I need to put in a definition...
     
  10. red_flame586

    red_flame586 L7: Fancy Member

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    Updated to a3
    - Completely rebuilt the final point
    - Made triggers for some doors bigger to stop players snagging on them
    - Changed some health and ammo kits
    - Added more signs
     
    Last edited: Dec 4, 2010
  11. Bob1897

    Bob1897 L1: Registered

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    A watershed is the area around a river where all the rainfall from that area drains into the river. I'm not sure about censorship...
     
  12. lana

    aa lana Currently On: ?????

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    Last edited: Oct 16, 2010
  13. red_flame586

    red_flame586 L7: Fancy Member

    Messages:
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    Updated to a4
    - Extended distance between middle and second point with a building and some battlements
    - Changed the side section along the second point making it longer
    - Added patches bellow health and ammo kits
    - Changed some health and ammo kits
    - Placed more health and ammo kits
    - Added doors in side section as exit and to block LOS
    - Added more signs
    - Changed side sewer path to the final point, making it flat
    - Added more cover
    - Made it easier to get onto roof at second point
     
    Last edited: Dec 4, 2010
  14. red_flame586

    red_flame586 L7: Fancy Member

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    Updated to a4a
    - Fixed gap underneath door in final spawns
    - Changed some signs around
    - Fixed some parts of the map that weren't symetrical
     
    Last edited: Dec 4, 2010
  15. TheNeverman

    TheNeverman L1: Registered

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  16. tyler

    aa tyler snail prince, master of a ruined tower

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  17. absurdistof

    aa absurdistof

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    I don't know how accurate the screens are, I think I've played this map before but I can't say for sure. Does this have a ton of water around the middle, where the middle point is/was located between stacks of something (computer monitors?)
     
  18. red_flame586

    red_flame586 L7: Fancy Member

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    Yes, there is a ton of water underneath the middle point, and the cp was surrounded by computers, but I got rid of them in the a2 because people complained that the point was to hard to cap back. The map has changed quite layout wise and not much is similar to the initial release.

    EDIT: WOOT!!!! 200th post... kinda sad that it's on my own map though...
     
    Last edited: Nov 1, 2010
  19. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    Okay, I think there are some pathfinding issues. I'm going to give you a detailed overview of what I think.

    First, this is my first 30 seconds or so playing your map, so you can see what was going on in my head and why I got lost.

    http://img829.imageshack.us/img829/9646/cpwatersheda4a0000.jpg
    http://img835.imageshack.us/img835/8959/cpwatersheda4a0001.jpg
    http://img200.imageshack.us/img200/4573/cpwatersheda4a0002.jpg
    http://img560.imageshack.us/img560/3711/cpwatersheda4a0003.jpg
    http://img186.imageshack.us/img186/7349/cpwatersheda4a0004.jpg
    http://img249.imageshack.us/img249/6623/cpwatersheda4a0005.jpg
    http://img146.imageshack.us/img146/7438/cpwatersheda4a0006.jpg
    http://img602.imageshack.us/img602/899/cpwatersheda4a0007.jpg
    http://img253.imageshack.us/img253/1350/cpwatersheda4a0008.jpg
    http://img203.imageshack.us/img203/7217/cpwatersheda4a0009.jpg

    Suggestions :
    http://img258.imageshack.us/img258/2016/cpwatersheda4a0010.jpg (I'm not too sure about this one, since technically, your spawn is actually facing the right way overall (towards mid and the other team), it's just not right when you first get out of the spawn with no idea what you're playing, because of the snake-shape of the map)
    http://img266.imageshack.us/img266/9268/cpwatersheda4a0011.jpg (also don't abuse arrows for just a small flanking route)
    http://img44.imageshack.us/img44/2821/cpwatersheda4a0012.jpg
    http://img192.imageshack.us/img192/3421/cpwatersheda4a0013.jpg
    http://img834.imageshack.us/img834/1482/cpwatersheda4a0014.jpg
    http://img411.imageshack.us/img411/1502/cpwatersheda4a0015.jpg
    http://img201.imageshack.us/img201/8985/cpwatersheda4a0016.jpg
    http://img177.imageshack.us/img177/3594/cpwatersheda4a0017.jpg
    http://img185.imageshack.us/img185/1402/cpwatersheda4a0018.jpg
    http://img823.imageshack.us/img823/7356/cpwatersheda4a0019.jpg
    http://img593.imageshack.us/img593/3849/cpwatersheda4a0020.jpg

    On a personal level. I liked the map overall. There's a lot of water and yet most of the battles happen on dry ground, as it should be. The water fights just spice things up. Getting out of the water is never tricky.

    I dislike doors however. If I had it my way the only kind of doors any TF2 map should allow are the ones that lock respawn rooms. Unless you absolutely need dynamic areaportals for optimization I suggest you leave as many of your doors permanently open as you can.
     
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    Last edited: Nov 5, 2010
  20. Godslayer57

    Godslayer57 L8: Fancy Shmancy Member

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    I kinda felt that the phrase "Water Ninjas in the river" applied too much to this map. there is ALOT of easily accessable water around the areas partly negatiing that poor pyro and this weapon. Also the water is kinda a bit too spy friendly, as it allows them an easy stealthy access route around which is 100% pyro safe and mostly other people safe.....also I WAS a ninja in the river!
     
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