PL gold_heist_canyon

Discussion in 'Map Factory' started by Kill_the_Bug, Aug 27, 2011.

  1. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    goldheist_canyon_final

    Blue Team "I tell ya boys, we're going to be rich, rich, rich! We found where those dirty Reds have been getting their gold from! Let's go get the gold!"

    Red Team - "Those blue bastards are at it again!! They want our gold? No F'in way!"

    Goal:

    Blue has to get get the gold and once they have it, they need to get the full gold cart at the bottom of the canyon to their waiting getaway dump truck. Red has to stop them.

    Setting: Daytime

    Specials:

    - Payload Model will change from an empty gold cart to a full of goldcart
    - Two demolition sequences to blow up a barricade for the blue team.
    - A musical boat ride during a combat sequence
    - Death carts travel around the map on a random basis just to make thing interesting - try not to get run over!
    - 2 mining carts that you CAN ride in on stage 2 - one for each team.
    - Demomen - use your sticky jumper on this map - it's hilarious! :wow:
     
    Last edited: Feb 4, 2013
  2. AgeNt_

    AgeNt_ L5: Dapper Member

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    my first impression was it was very yellow. almost too yellow. you are going to have to whiten the lights out a bit so that it evens up with the waterfalls and to get the color out of the textures. another issue (as we all know) it is not wise to use HL2 models in TF2. they lack the right texture style to make sense in the game. Also you should build your cubemaps.
     
  3. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Thanks Agent! Which HL2 model am I using I thought I had nothing but TF2 ones in there.

    I also tried building the cubemaps using the tutorials here - followed the steps mat_specular 0, build cubmaps, etc. maybe I did it wronf will try it again.
     
  4. tyler

    aa tyler snail prince, master of a ruined tower

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    See all those huge, realistic rocks that you don't see in any TF2 map?
     
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  5. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Yea, those huge rocks are HL2 props.

    Your water also needs to be set to "1" not "0.25", the ripple resolution is too high.

    Also ACK @ sight lines.
     
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  6. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Ok have changed the sky to sky_night_01 to make the torches fit in better.

    Water is now 1

    Don't understand "Also ACK @ sight lines." sorry.

    Am also trying to optimize a little more.
     
    Last edited: Aug 28, 2011
  7. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Well you have a lot of medium-long sightlines that cross what appear to be high traffic areas which would make snipers very powerful; you also have a lot of open sky meaning demomen/soldiers would be able to explosive jump around fairly freely past defences.
     
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  8. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Map has been updated - to B2 - Please give me your feed back on this thread thanks - the others are going to be deleted :)
     
  9. re1wind

    aa re1wind

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    There is a cart using non-tf2 textures, rusty yellow coloured.
    Use displacements for the terrain around the waterfall, and then add some prop rocks for variety. What you have now looks horrible. :(

    The underground control point is too yellow. If you want a yellowish tint, see how the area looks with white light sources, and then give the lights some very subtly yellow colour, the key word being subtle.

    there also seem to be various routes that exclusively use rock and ladder props, which isn't a particularly good idea. I'll suggest to replace the rock models with displacement ledges with the ladders acting as bridges.

    edit: too many tracks, and its hard to tell which one is the main payload route. one solution without deleting/changing the other tracks is to use the small track lights, placing them at regular intervals along the main path, acting as a subtle guide.
     
    Last edited: Nov 27, 2011
  10. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Yep - have fixed that but have to wait until Propper is fixed - the program broke around Hallowen from what I hear - once fixed - I'll insert the new ones - in the meantime I'm using standard versions.

    Ok will look at displacements for the water fall and cliffs.

    Will look at the underground - having trouble getting it right - I tired white light but they didn't work. If I could figure out how to adjust the fall off that might help reduce the overall brightness.

    For the main route, I'll have to put in more arrows in the ground - I'm very close to the entity limit - If I go any higher by adding more stuff in - then, once the bullets start to fly around I would get an edict crash. Boojum was great in telling me how to fix this issue. I can only add in what is now absolutely critical to gameplay all the rest are left for gameplay - map is now stable because of this.
     
  11. Terwonick

    Terwonick L6: Sharp Member

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    My main complaint is that you don't have cubemaps (from those pictures at least), or if you do they aren't working. Look at the checkpoint(s) in pic #4.
     
  12. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Ah there lies the rub - you also reminded me that I forgot to build them to get rid of purple/black - I have 1 cube map in the entire thing.

    The issue is where would I put them in - and I would need EXACT placement - since I am almost at the entity limit and have to allow for game play of I will get an edict crash - any suggestions? I've been scratching my head over it for a while now.

    Also just loaded a built cubemaps version
     
    Last edited: Dec 1, 2011
  13. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    B5 version is now out
     
  14. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    GamePlay Style Change?

    Need your feed back in changing the game play style on my map not quite sure if it fits in this spot or not.

    Here’s the map:

    http://forums.tf2maps.net/downloads.php?do=file&id=4958

    I have had a couple of people comment to me that I should convert my map over to a single stage payload map – would love to enter this into the contest (dynamic payload) but since I already have been working on it for 5+ (off and on) months now, so it probably doesn’t qualify for it.

    The problem is that this is probably the biggest payload map that you will ever be on in your life – the map is HUGE.

    So to make this a one stage map I was thinking of doing it this way (map already works similar to this but as multi-staged version have modified it a bit here below for single stage.):

    Start – 1st cap point (top of ramp) Time added

    1st – 2nd cap point (lake cave entrance) Time added

    2nd – 3rd cap point (trellis complex) Time added

    3rd – Lake Cave Gate – Time added – cart disabled

    My CTF mini game starts up (it works well)

    - key pick up – time added once only
    - key gets to gate – time added

    CTF mini game ends cart can now be pushed again

    Lake Cave Gate - 4th cap point – lake cave cliff – time added

    4th – Lower Water Fall Bridge (LWB)– time added – cart disabled

    Another CTF mini game starts up

    - key pick up – time added once only
    - key gets to electrical box – time added

    CTF mini game ends cart can now be pushed again


    LWB – Cap point inside gate (cave cap)– auto cap roll down sequence– time added

    Cave cap – 5th cap (upper cliff) – time added

    5th Cap – 6th Cap (Upper Waterfall Bridge – WUB) time added

    6th – Barricade – Cart Disabled

    Mini challenge game starts – blue must destroy the barricade
    Barricade Destroyed = time added – cart enabled

    Barricade – 7th cap (final approach to end of map)

    7th – 8th cap point (game ends)

    Any suggestions/feedback would be greatly appreciated – definite suggestions regarding the times I would put between cap points and or the mini games would be definitely appreciated – due to the size of the map vs combat I have no clues but even at 5 min each for the caps – you’re up to 35-40 min with the others added in I’m thinking it would be more like 60 mins total or in other words a marathon battle royal – you would be attacking or defending basically the entire map.

    So what do you think - would this map be a better multi stage or a one stage battle royal?
     
  15. Dragonic

    Dragonic L1: Registered

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  16. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Thanks - not sure what you mean by changing servers running this map.
     
  17. Dragonic

    Dragonic L1: Registered

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    Your link in the release post.
     
  18. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Version RC5 has just been released - it's a completely new map - please let me know what you think of it thanks!
     
  19. Wilson

    aa Wilson Burial by Sleep

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    I think fact this is RC5 and you are rebuilding entire map from scratch speaks for importance of alpha testing.
     
  20. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Actually Stage 4 is still from the original - everyone complained that the last map was too big (and far to many rocks) they kept getting lost and could never figure out how to attack defend it - so I gave they a map that they COULDN'T get lost on this time. :p
     
    Last edited: Jul 2, 2012