PL curve rc1

5 control point payload map!

  1. ics

    aa ics http://ics-base.net

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    Beta 5 is out, known bugs fixed, map improved.

    I usually do not list changes or whatever i have done during development progress but since i released public beta from the map, i think everyone should know the fixes i have made so that issues they have discovered in the earlier beta, might be already fixed.

    - made shortcut route from C to B to be dead end for RED. "Jump" to high is now required to get through
    - made path to C from high up to be one-way only. Door is now blocking access
    - changed route at the entrance of D-point (to high area) to be more usefull
    - changed capture point C location (moved it a bit backwards)
    - closed down route near D from platform to high area
    - added shorter way from D to upper E door by changing circling path at the walls and making that route more usefull to BLU
    - added more clips to areas so that players are less likely to bump into some small corners and such
    - added missing frame to window near E, it is now harder to shoot stickies, rockets, etc through it
    - added additional arrows and signs so that players can easily navigate where they need to go
    - added more details, changed some textures, optimized the map more
    - enhanced BLU first spawn area to look more better
    - fixed global shadows angle
    - fixed nodraw crack at RED spawn 2
    - fixed missing collision to empty cable reel near D
    - fixed BLU spawngates (number 3 and 4) opening through the floor
    - fixed detail props appearing through floor near first BLU spawn (door number 4)
    - fixed shadows appearing through ceiling in BLU first spawn (they are no longer visible in low cellar level ceiling)
    - fixed teletrap possibility inside alternate route to D (coal area)
    - fixed last traintrack casting shadow through the pit wall
    - fixed RED spawn 2 from blocking players inside the spawn. They now teleport to next spawn correctly when C is captured
    - fixed few spots high up on parts of the map where players could access to
    - fixed small crack in the floor near B and very small bumpable crack you could get stuck to near D point
    - fixed several props, overlays and models fade distances
    - fixed sentry being able to shoot through fence making it nearly impossible to destroy (D entrance)
    - fixed BLU being able to enter final RED base if someone opened door for them (one door was missing func_respawnroomvisualizer)
    - fixed BLU spawn door 4 resupply cabinet shadow
    - improved framerates around the map in all areas where it was still possible

    Thanks for everyone who contributed in bug reporting and playtesting.
     
  2. ics

    aa ics http://ics-base.net

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    Improved map due to playtesting extensively. Released pl_curve_b7.

    Changes from B5 to B7

    - Closed useless route near D to make map play more fluently and to guide players forward instead of sideways
    - Closed a sidepath that had health and ammobox at left side house near B cap. Moved them more near the staircase
    - Moved route near D (right side) to be more direct. It now goes straight and not around the corner at right (less sideways movement)
    - Moved C point little backward
    - Enhanced left side route (upper way) from D to E to make it more usable. Now the one-way door is more forward than before
    - Enhanced last points buildings and layout (changed some textures, added some details and such)
    - Adjusted spawn times for both teams
    - Adjusted health and ammobox places and sizes a bit
    - Adjusted last BLU spawn positions
    - Fixed engineers from building on the pit doors
    - Fixed RED last base door issues (door had same trigger names and simultaneous use caused problems)
    - Fixed issue where players could get stuck between a building and a rock (x2)
    - Fixed exploit where engineer could build teleport and get players stuck with it
    - Fixed some props and models from hovering
    - Removed custom decal that didn't fit the game. It was there merely as a placeholder but i gave up the idea
    - Improved lighting near D point and in every dark corner of the map (especially under some staircases)
    - Added additional signs to guide players throughout the map
    - Added additional clips so that players cannot get stuck into some small corners
     
  3. ics

    aa ics http://ics-base.net

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    I have _b8 in the works. Hopefylly it will make it to the contest but if not, the development of this map continues after the contest. Right now the area around D-E is somewhat confusing and needs to be dealth with. How - i'm not 100% sure as i have many solutions to choose from.

    I have extensively playtested this on the community servers i run, with 24 player server and 30 player servers and it has given me valuable feedback. The players have been extremely helpfull and cooperative. I need to make changes that will make D-E area more clear and that will contribute to the map instead of having running around too much on pointless errands.

    To Hammer! --
     
  4. ics

    aa ics http://ics-base.net

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    Update to pl_curve_b8

    - Added another same type dynamic element to the D-E area of the map with a little twist:
    - Door will now close upon triggering last dynamic element, making RED to take a longer route to battlements
    - Improved pathway from D to E (left side up) to be more clear and usefull
    - Added "door blocked" to forward blu spawns untill the spawns are enabled
    - Fixed being able to shoot through BLU setup gates on beginning or burn through the windows
    - Fixed BLU from spawning directly in front of Closed B door in spawn
    - Numerous other improvements and fixes

    Thanks everyone for playtesting!
     
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  5. ics

    aa ics http://ics-base.net

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    There are some minor things i want to fix in this map before i call it done so there will be atleast 1 beta and i am waiting some additional feedback from this current version. Also this needs more playtesting as i'm not 100% sure if this is too easy to attack at the end or too hard. I might add a slight uphill to the end with a roll backward zone, just near the pit. Waiting input on difficulty at the end. Also point capture time will be changed to 4 mins instead of 4:50 like it is now. I will run this more at my servers in the coming week starting today and adjust things that are in the need of it.
     
    Last edited: Apr 30, 2012
  6. Amidio

    Amidio L2: Junior Member

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    I left some feedback on a wall you could get stuck on, but accidentally did not send the location. It was by the wooden walkway right outside of first spawn.
     
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  7. ics

    aa ics http://ics-base.net

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    Could you be more accurate? I can only find walls and the upper part of the wooden walkway i can "bump" to but not actually get stuck.
     
  8. Amidio

    Amidio L2: Junior Member

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    I guess "stuck" isn't the best word. I was hitting a plank of wood when I was pressed up against directly outside of the first BLU spawn. I was standing on a sort of bridge of planks. Sorry about the confusion.
     
  9. ics

    aa ics http://ics-base.net

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    Ah ok, i can fix that. I also have some other fixes while i plan ahead. Just have been waiting to find more issues to fix for the next version that should be pretty much the one before (hopefully) making it final.
     
  10. ics

    aa ics http://ics-base.net

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    I will release RC1 later today. I have been extensively gathering feedback and improved the map based on that input. These are the changes, enhancements and improvements done before RC1:

    - Fixed the last BLU spawn lower door from opening when RED team went near it
    - Fixed the pit from having nodraw surfaces under it's edges and re-aligned some displacements near it
    - Fixed generator sound playing after explosion (near moving minecart #2 at E)
    - Fixed last RED spawn door from opening after D point capture (only when RED player went near it, sound was heard)
    - Fixed one surface from having seethrough effect (nodraw)
    - Fixed grass growing through concrete by alphapainting displacement under it (i wish func_detal_blocker would exist in TF2)
    - Added some more clip brushes to prevent bumping into small corners/walls/etc
    - Added some more detail, wooden beams and changed couple of wall textures
    - Nodrawed some last remaining surfaces in the map and optimized it here and there to more compile friendly
    - Adjusted point capture time from 4 mins 30 seconds to 3 mins 30 seconds
    - Adjusted initial round time - now 30 seconds less than before when setup gates open
    -- Map is now more competitive than before
    - Adjusted some brush faces so that textures are properly aligned
    - Adjusted some brush sizes so they fit better into the TF2 world
    - Adjusted props and models fade distances
    - Disabled some shadows from some props
    - Improved lighting in some areas
    - Slightly changed D to E sideroute that previously opened when D was capped. It is now always open and easier to navigate
    - Removed smoke-effect from moving minecarts. They now only have sparks from wheels during movement

    Note worthy: this may sound weird but i put the light on the cart blinking when players pushed the cart. However, this seems to break the roll-forward & roll-backward zones within the map.
    Blinking light works on goldrush and badwater but these maps do not have those zones at all. On newer Valve payload maps, the light doesn't blink either. So, i had to remove that to get the zones working. I suspect this is known bug for Valve and they also go around it by leaving the light inactive.

    Expect RC1 to be released later today. I will make another post when it goes live.
     
  11. ics

    aa ics http://ics-base.net

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    I have now released the latest version, pl_curve_rc1
     
  12. Boylee

    aa Boylee pew pew pew

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    I thought we weren't supposed to release new versions while the contest judging was still in progress...
     
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  13. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Yeah. It's considered polite, so no one gets confused.
     
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  14. ics

    aa ics http://ics-base.net

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    Well there isn't mention about it anywhere. How was i supposed to know? Besides, the maps which were entered area already in the upload thread anyway.

    **EDIT**
    Well as i suspected, it didn't make through so RC1 it is on download.
     
    Last edited: May 21, 2012
  15. ics

    aa ics http://ics-base.net

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    I am working on pl_curve_rc4, cleaning it up, adjusting the small things and adding still some details and enhancements.

    Due to TF2maps forums mess and rollback, i lost some of the changes i did but i'm hoping i get those back soon. Mainly the posts regarding RC2 and RC3 versions. That's why there is a gap between RC1 release and this message.
     
  16. ics

    aa ics http://ics-base.net

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    I have Release Candidate 4 nearly done. I should have it ready tomorrow and hopefully after some weeks testing, i can call this map done. RC4 contains fixes and changes so it's still subject to change but as far as i'm concerned, it shouldn't have any major flaws anymore. Of course the changes need to be tested, which is why i'm conducting some tests in the coming weeks.

    Also posting changelogs that Frozen dug up (Thanks!) from the lost forum (which got lost due to some mess). So RC1-RC3 changes are here and RC4 changes coming tomorrow with an updated shots and download:

    RC3:

    - Changed upper root from D to E
    * Removed the later-to-be one-way door
    * Added drop down hole (soldiers & demos can jump back up with rockets, stickies, grenades)
    * It is now more direct way then before
    - Sealed off lower sideroute past B with a wall
    - Added slowdown to roll-backwards zones before and after CP A
    - Added roll backward zone with slowdown to small uphill before B cap
    - Improved clipping - no more bumping to some spots
    - RED spawn 3, removed the blocking door from other spawnroom which activated at certain spot. It is now always operational
    - Repositioned some health packs and ammopacks
    - Added 2 new arrows for RED near spawn 2 to tell which way to go
    - Added some additional props near B and near E
    - Fixed couple props fading too early
    - Fixed displacement sew error, that was showing an empty space in some spot of the map


    RC2:

    - Changed route near B (left side) to be slightly more smaller and faster to use
    - Changed shortcut to C (door next to B) to open only after C has been capped. Previously it opened when B was captured.
    - Changed shortcut to D to be more near the last BLU spawn instead of circling around by going left. The route now opens after D has been capped (previously opened after C capture)
    - Changed D-E area so that there is now one route less at right side (as seen from BLU side, left side from RED view)
    - Changed the last RED base door on left (as seen from RED side) to close only after BLU reaches to second mine cart (2nd dynamic element) instead of closing right after D capture
    - Changed one-way door near D to close only after BLU team reaches to second mine cart (2nd dynamic element) instead of closing right after D capture
    - Changed RED spawn time on D capture from 10 to 8 seconds
    - Clipping fixes, some remaining curves, window frames, walls, beams and such are now less bumpy.
    - Added new small room near D (punctured just one wall) and moved ammo box inside of it. The room also contains a view forward through fence.
    - Added new small ammo & small health boxes near D
    - Added new room near E for RED containing medium ammo and small health
    - Widened doorway between C and D (exterior inside route)
    - Numerous miscellaneous fixes and tune-ups. Both visual and not-so-visual


    RC1:


    - Fixed the last BLU spawn lower door from opening when RED team went near it
    - Fixed the pit from having nodraw surfaces under it's edges and re-aligned some displacements near it
    - Fixed generator sound playing after explosion (near moving minecart #2 at E)
    - Fixed last RED spawn door from opening after D point capture (only when RED player went near it, sound was heard)
    - Fixed one surface from having seethrough effect (nodraw)
    - Fixed grass growing through concrete by alphapainting displacement under it (i wish func_detal_blocker would exist in TF2)
    - Added some more clip brushes to prevent bumping into small corners/walls/etc
    - Added some more detail, wooden beams and changed couple of wall textures
    - Nodrawed some last remaining surfaces in the map and optimized it here and there to more compile friendly
    - Adjusted point capture time from 4 mins 30 seconds to 3 mins 30 seconds
    - Adjusted initial round time - now 30 seconds less than before when setup gates open
    -- Map is now more competitive than before
    - Adjusted some brush faces so that textures are properly aligned
    - Adjusted some brush sizes so they fit better into the TF2 world
    - Adjusted props and models fade distances
    - Disabled some shadows from some props
    - Improved lighting in some areas
    - Slightly changed D to E sideroute that previously opened when D was capped. It is now always open and easier to navigate
    - Removed smoke-effect from moving minecarts. They now only have sparks from wheels during movement
     
  17. ics

    aa ics http://ics-base.net

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    Release 4 out now. This is the list of changes.

    RC4:

    - Fixed several lighting issues on static models
    - Fixed spawning issue on BLU 2nd base on one spawn point, now the spot is more player friendly
    - Fixed light coming through a wall after B capture area
    - Fixed the roll-backward zone added in RC3 to work properly (so it actually rolls backwards)
    - Fixed end pit, so that stickies will stick on the round circle instead of going to the edges
    - Aligned some textures so they look more natural and switched couple of textures
    - Improved lighting on BLU starting base
    - Improved general layout of BLU base outside area
    - Moved some RED base spawnpoints from one side to the other near the ending pit spawn area
    - Moved D capturepoint a bit forward, making distance between the C and D point a bit longer (affects now more to gameplay)
    - Closed route at last pit area on left side (as seen on RED view)
    - Added a closing door to end pit area near the closed route. It is always open untill D point is captured. Then the door becomes one-way only
    - Added fences to the last pit area
    - Added more lights on some areas of the map
    - Added more nobuild zones to some staircases and ramps
    - Added more details and improved clipping along with the detail additions
    - Added block bullets texture to the house ceiling located after B point. Without it, players could cause damage to the players fetching the medpack on the second floor
    - Added a balcony near the BLU base exit that opens when A is captured. That balcony also has ammo & health which were removed from the basement floor
    - Added ceiling to balcony near last pit area
    - Changed ammobox sizes and healthbox sizes on some areas
    - Changed 2nd minecart area to be more player friendly and nicer looking.
    - Nodrawed some surfaces that were still visible
     
  18. ics

    aa ics http://ics-base.net

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    I have been playtesting this extensively within the last weeks. There are still couple of things that disturb me and i haven't found a good solution to those yet but i will. I have also located couple of bugs. One being that the last CP won't have time to announce the ones who capped it before the explosion occurs. This i will fix and the others so there will be RC5 and if there are no further issues that bother me in it, i will release that as pl_curve and make it to be the final version of this map.
     
  19. ics

    aa ics http://ics-base.net

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    After a 3 months of silent period, which i used to gather information and load my own batteries, i present pl_curve_rc5. I'd like to thank communities such as UKCS, NO HEROES, Pelipurkki and others for their valuable feedback on this map. Thank you!

    Changes and fixes of pl_curve_rc5

    - Renewed RED first spawn area. It is now better and cannot be exploited by engineers
    - Changed upper route at right side after C point, as seen from BLU view. Sentries can no longer block the area completely.
    - Added exit leading to lower level on last RED spawn area. Helps RED to get out of the base while BLU opponents spam/aim/whatever at the other exit
    - Added some more visuality. Props and cosmetic changes, fine tune-ups and similiar things
    - Fixed a lot of minor issues such as texture alignements and small things
    - Fixed payload cart explosion, it now occurs at later time and awards individual cap points correctly
    - Fixed players not dying at the bottom of the gorge near end pit area
    - Fixed the shed roof near BLU first spawn. It's now tad higher so players wont magically teleport on top of it while riding on the cart
    - Fixed one case of window frames from being non solid
    - Fixed "train stoppers" from having invisible edges
    - Fixed pyros able to burn through BLU 1st spawn windows

    Hopefully this will be the release before going final.
     
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  20. ics

    aa ics http://ics-base.net

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    Took me longer than expected to get this out but things happen. However, changes are below! Now i dare say it, Final!

    Changes from pl_curve_rc5 to pl_curve

    - Added bot support to the map, nav file is included with release
    - Fixed the last point to show who captured it (for real this time)
    - Fixed the round not ending and cart not exploding in rare cases
    - Fixed few slightly hovering props
    - Nodrawed few remaining surfaces
    - Rearrenged and replaced some textures to make them look better
    - Made some lamps non-solid so players wont bump their heads at them while jumping
    - Minor cosmetic tune-ups in the displacements
    - Adjusted a bit the aumbrys depth which is located between first minecart event and C-point.
    - Optimized lightmaps little more
    - Other minor general fixes

    I seriously recommend every server for updating to the latest version to avoid bugs and to enjoy map more, as it plays smoother than ever. Thanks.