disrupt

Discussion in 'Map Factory' started by owly-oop, Jan 10, 2010.

  1. owly-oop

    aa owly-oop im birb

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    Last edited: Aug 3, 2010
  2. The Gentlemanne

    The Gentlemanne L4: Comfortable Member

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    intel rooms looks big...overhead view please.
     
  3. Lancey

    aa Lancey Currently On: ?????

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    I love the retro look of the architecture.
     
  4. Void

    aa Void Local Man Unable To Map, Sources Say

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    It looks like the future we were supposed to have in 2000, but in 1968! :D
     
  5. Gaw

    Gaw L4: Comfortable Member

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    Lighting looks great, especially for an alpha
     
  6. The Gentlemanne

    The Gentlemanne L4: Comfortable Member

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    Great map man....enjoyed the playtest.
     
    • Thanks Thanks x 1
  7. The Political Gamer

    aa The Political Gamer

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    I am really digging the curvy architecture.
     
  8. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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  9. Cornish Gamehen

    Cornish Gamehen L1: Registered

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    This x 9001.
     
  10. Void

    aa Void Local Man Unable To Map, Sources Say

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    "Set between two too-futuristic-for-their-time Food Processing Plants, Supersandvich focuses on the RED and BLU team's attempts to sabotage eachothers plans to develop a performance-increasing drug for use in the battlefield - a genetically altered Sandvich aimed for mass consumption."
     
    • Thanks Thanks x 3
  11. Okrag

    aa Okrag Wall Staples

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    I dislike how the circle above the capture zone drops down. It interfered with my rocketjumps multiple times.
     
  12. owly-oop

    aa owly-oop im birb

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    a2 released!

    Made flag return time 15 seconds
    Added small ammo behind trucks
    Moved trucks so scouts can double jump on top of bridge
    Replaced rock models with (ugly) displacement rock cliff things
    Moved full hp and ammo up top, replaced with medium hp and ammo
    Moved barrels
    Added deep enough area to put out fires

    http://forums.tf2maps.net/downloads.php?do=file&id=3111
     
  13. YM

    aa YM LVL100 YM

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    Opiinions of a1:
    • Ever so slightly too large, mostly the middle bit could do with a little shaving off so it isn't quite so open.
    • General layout was good
    • Any water not intended to put out flames needs to either be visibly shallow enough to not put out flames or to not be there at all. Water inteded to put out flames needs to actually put out flames.
    • Flag/HUD should change when flag is being carried to team colour if at all possible, look for inputs to the flag ent.
    • Incredibly promising for a1
     
    • Thanks Thanks x 1
  14. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

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    I love this map, after a quick runthrough I just thought it was one of the most memorable, it looks awesome even in dev and hell the layout seems nice.
     
    • Thanks Thanks x 1
  15. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    This map was fun to play, if a little frustrating as an engineer -- but that's all good, it shows it was hard to lock down.

    Sending SetTeam to the flag doesn't work correctly. I'm investigating this problem too, and since it'll apply to all neutral flags, will post what I come up with; although at the moment it looks like it might need some Valve Intervention (tm) to fix. An obvious temporary workaround would be to use game_text (or the other one, I always get them mixed up) to show the current owner on the screen.
     
    Last edited: Jan 12, 2010
  16. owly-oop

    aa owly-oop im birb

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    a3 released!

    *Made HUD fully working
    *Changed small metal at mid to mediums
    *Moved trucks so scouts can double jump onto bridge easier
    *Fixed inconsistencies with bases, they are now equal
    *Made capture zone smaller and moved it back a bit

    http://forums.tf2maps.net/downloads.php?do=file&id=3119
     
    Last edited: Jan 13, 2010
  17. owly-oop

    aa owly-oop im birb

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  18. MrAlBobo

    MrAlBobo L13: Stunning Member

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    seems like 90% of the captures involve someone taking the above paths and dropping down on top of the point, perhaps think of extending the wall a bit so they have to land on the ground first? Also a way to funnel defense out the top exit more often would help that as well, I swear there was another resupply room in this version, but i never spawned in it, a location partway up the stairs is a bit better, as more people will go up instead of the majority going down and not noticing the scout running it in from above
     
  19. owly-oop

    aa owly-oop im birb

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    No one seemed to spawn in the 2nd resupply room. The spawns are exactly the same as the ones in the other room

    From a pug experience, if a team was aware that a scout was taking it to the upper path he was generally killed before he could get close enough. People seem to not defend enough. I'll see what i can change
     
  20. MrAlBobo

    MrAlBobo L13: Stunning Member

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    im reasonably sure that people spawn in the points in the order you placed them, so if you want people to spawn in both you would need to place them in alternating rooms

    and honestly...this is not feedback from a pug, this is feedback from a pub, so take it as you will, but in those games with ridiculous amount of scoring, that is what happened, so...yeah...