Deliverance

Deliverance b3

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,821
The 2 setups kind of blur together in my memory, atleast the old one, The new 12a I can picture in my mind since I recently played it.
Next time throw up some pictures so I (and others) can compare and remember what the 2 options look like!

I would however like to think that the old one played better, not sure about the whole cart movement thing, I don't have any issues with it but it might be interesting to test with it stationary.
 
Mar 23, 2010
1,875
1,700
are their any servers running this? I really enjoyed it.
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
I haven't released it on any mass download sites like FPSB yet, so if there are any servers running it, I haven't been keeping track. I will be making a more public release once I go into beta, which I am actively working on. So, on that note, here's a couple screenshots.

Blue Side
ctf_deliverance_b0dev002.jpg


Red Side
ctf_deliverance_b0dev004.jpg
 
Sep 12, 2008
1,272
1,142
Hehe, that looks really nice! One thing though, the stretched out rock in the 2nd screenshot, is that really stretched out like that ingame, or is it your screen (fov?).
 

Sel

Banned
Feb 18, 2009
1,239
2,570
Hehe, that looks really nice! One thing though, the stretched out rock in the 2nd screenshot, is that really stretched out like that ingame, or is it your screen (fov?).

I was about to comment on this too.

That whole cliff actually, doesn't really look all that good, and from the look of it I can't exactly tell how it can possibly be holding the massive rock at the top.

Otherwise, fantastic. Still my one of my favourite ctf contest maps.
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
Beta 1
* Much detailing.
* Cart no longer moves.
* Changed "tunnel" entrance/exit to capture area, adding a slightly less cramped staging room before the cave.
* Changed lower spawn exit to be a one-way drop down hatch. Instead of exiting off to the side of mid, it lets out into the small tunnel that connects the mid building to the track path.
* Added soundscapes.
* Added more observer cams and removed redundant cam.

DOWNLOAD
 
Mar 23, 2010
1,875
1,700
the only thing i dont like about this map is the spawns.

frequently, they would be able to lock down their capture area, and would get a lot of caps. very easy to camp there.
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
Loving the detailing so far. However, I am kinda interested at why you removed the cart's moment?

Player perceptions always saw the disadvantage they received and rarely the corresponding advantage when the cart was on their side or the enemy side. Rotating the mid 90 degrees helped that part, but made a mess of other things, so I decided the best solution was just to kill the cart movement. If this makes everyone happy, I'll probably just be removing the cart altogether.


Also, here're some screenshots!
ctf_deliverance_b1_bludrill.jpg


ctf_deliverance_b1_blumid1.jpg


ctf_deliverance_b1_middle.jpg


ctf_deliverance_b1_redmid1.jpg


ctf_deliverance_b1_redmountain.jpg


ctf_deliverance_b1_redspawn.jpg
 
Sep 12, 2008
1,272
1,142
What I can see from the screenshots, is that it's looking really good. But something stumps me: the lack of props.

The walls just look bland and boring, and nothing exciting is there to see.
What I'm missing: shrubs, treestumps, gutters, pipes, vent systems, metal doors, windows, windows and more windows (EVERY decent building I know - especially in tf2 - has windows), lights (light posts, spotlights, whatever! they make maps look more 'alive' and less bland - try to play with lighting! this also helps players when you want to drag their attention somewhere), those small rocks, lots of rubish (oildrums, trainwheels, piles of stuff, beer bottles, drink cans, ...), chimneys, and so on ...

I'm sorry to put it like this, but I'm just a tad dissapoint :(
 
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