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Focus

Discussion in 'Map Factory' started by Harpo_53, Aug 9, 2010.

  1. Harpo_53

    Harpo_53 L2: Junior Member

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    CP_Focus is a multi-stage Attack/Defend Capture Point map. Unlike other maps of this type, Focus features two stages rather than three (in part because I'm lazy, but also because I like it this way).

    I'm fairly certain this will someday be an official map. Not because it's that good (or any good at all, for that matter), but rather because it has trains in it.

    Credits:

    Acumen and Hellfire: Round Spytech Signs
    http://forums.tf2maps.net/downloads.php?do=file&id=3197

    Ravidge: Probably some textures....I'll be honest, I didn't keep careful track.
    http://forums.tf2maps.net/downloads.php?do=file&id=3542

    A Boojum Snark: Ultimate Mapping Resource Pack (I could NOT have done it without this).
    http://forums.tf2maps.net/downloads.php?do=file&id=865

    and all the swamp pack contributers, because I don't know specifically who made the stuff I'm using :p
     
    Last edited: Nov 23, 2010
  2. The Political Gamer

    aa The Political Gamer

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    Well if you want it to be official you better Focus on it.

    Oh god the horrid pun. :<
     
  3. Harpo_53

    Harpo_53 L2: Junior Member

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    Oh, it wasn't THAT bad; it made me giggle.

    (Who am I kidding, that was horrible xP)
     
  4. Little Giant

    Little Giant L1: Registered

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    So you think it can become official because it has trains in it? Believe me, then Valve would have like 100 official maps.

    It wasn't bad, but not good either, there are too much large open spaces, it takes me ages to find the control points. Huge sightlines and so on.

    Don't be too lazy if you want to have a good map :) Again: It's not bad.
     
  5. Harpo_53

    Harpo_53 L2: Junior Member

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    It was sort of a humorous, tongue-in-cheek remark, which apparently you didn't get. I'd like you to find one official Valve map that doesn't have trains in it.

    As for having trouble finding the control points, I'm really surprised that's an issue. I admit I didn't put a terribly large amount of signs, but it all seemed rather linear and when I played with my friends they never had any trouble with it. Oh well. I'll work on that, then.
     
  6. Ginger

    Ginger L4: Comfortable Member

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    2fort doesn't....And on the second screenie, does the roof have a hole in it?, pointless having rockets randomly there with a roof above them, i'd hate to be the sod that fires 'em
     
  7. Harpo_53

    Harpo_53 L2: Junior Member

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    There are no rockets on this map....I'm assuming you're referring to the generators, which are...well, generators. Like in Hydro and Turbine.

    Also, 2fort does have a train. Join Blue, go off the battlements, and turn to the left. Tada!
     
  8. Ginger

    Ginger L4: Comfortable Member

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    Alright, dont get too exited,
     
  9. Harpo_53

    Harpo_53 L2: Junior Member

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    Well I'm just saying, SO MANY maps have trains, it's ridiculous!
     
  10. Little Giant

    Little Giant L1: Registered

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    cp_egypt, koth_harvest_final, koth_harvest_event, cp_junction don't have trains.

    Next time, get a smiley after a joke, because then I will understand it..
     
  11. Harpo_53

    Harpo_53 L2: Junior Member

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    Okay, so "heyo" doesn't like trains. ALTHOUGH there is (sort of) one on Junction. Go to A, and either look underneath the grates or look out the window. While it doesn't have an engine attached, it is most definitely a train of flatbed cars.

    Edit: There's also a train on Junction above C, and this one HAS an engine!
    Edit 2: There's ALSO a train on Junction behind the BLU spawn. Do I get a cookie now?
     
    Last edited: Aug 10, 2010
  12. Harpo_53

    Harpo_53 L2: Junior Member

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    Shameless update bump post.
     
  13. Harpo_53

    Harpo_53 L2: Junior Member

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    Yet another shameless update bump, this time with two updates in one!

    EDIT: I just realized I didn't include any screenshots of the changes to Stage 1. *facepalm*
     
    Last edited: Aug 17, 2010
  14. Harpo_53

    Harpo_53 L2: Junior Member

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    God Almighty, can it be!? A QUADRUPLE POST!? D:

    Yet another update is upon us. I've yet to see a TF2maps.net playtest day when I'm AVAILABLE, so I shall have to submit this to one and put my trust in SourceTV.

    (In case you're wondering where the updates are coming from, I've been doing semi-private playtests in the comfort of my own 16-slot server).
     
  15. ricardojvc6

    ricardojvc6 L6: Sharp Member

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    You need to Focus on the map then.. and don't post to much..
     
  16. Boylee

    aa Boylee pew pew pew

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    In the second picture you have pipes that are meant to be used as detail props blocking not one but two routes to the point. Not a good idea.
     
  17. Harpo_53

    Harpo_53 L2: Junior Member

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    The pipes are all clipped over so that they can be walked and built on without having to jump.
     
  18. absurdistof

    aa absurdistof

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    Still, it's awkward for a player to be confronted with something like that so close to a doorway, also there's nothing hinting that it's clipped. Additionally, that small room to the side just seems a bit awkward on its own..
     
  19. Harpo_53

    Harpo_53 L2: Junior Member

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    I'll be honest with you; I didn't know there was a WAY to make it clear that something is clipped....

    Regardless, I'll consider moving the pipes further into the room and away from the doorway, but they aren't going to be removed altogether.

    As for the small room, it's more gameplay oriented; just a bare empty corner there did not bode well with engies who tried this map pre-alpha. So far, they like the cover this provides. If, however, more people playing the map indicates they were wrong, I will be happy to remove it.

    Edit: I really should stop posting o_O
     
  20. Boylee

    aa Boylee pew pew pew

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    There's no 'way' to make it clear what's clipped and what's not because it shouldn't need to be communicated. Things are clipped because they would otherwise interfere with smooth gameplay. Sticking a pipe right in front of a doorway is not something that can be easily solved by clipping it as it looks like an obstacle that needs to be jumped over. It messes with people's path-finding abilities if you simply dump props on the floor in between them and their intended destination.

    If you must keep them, and are adverse to putting them under the floor (maybe beneath metal grating) then at least put a little ramp over them so it's obvious you can walk over them, this would also remove the need for excessive clipping.