Goldrock Gulch

Discussion in 'Map Factory' started by Icarus, Jun 11, 2010.

  1. Icarus

    aa Icarus

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    Icarus: I could do a post for you on tf2m if you want help publicising it
    Fishbus: you know man, I'd really appreciate that a lot buddy


    7 point control point push/pull map

    Map by Jamie "Fishbus" Manson

    Goldrock Gulch is a serious and honest remake of the father of TF2 CP maps - warpath (for TFC). A spiritual successor much in the same vein as Badlands and Well. The map is indeed quite large and is entirely intentional, spawn points move along with every point, not just the middle and the second last; this is to cater for it's size.

    Objective:
    To win each team must own all seven Control Points.

    Other Notes:
    Control Points cannot be captured while they are locked.
     
    Last edited: Jun 11, 2010
  2. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    Look nice, but holy shnicky seven control points? Would you care to do an over head shot, this map sounds immensely big.
     
  3. The Political Gamer

    aa The Political Gamer

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    Good thing fishbus made it 7. It was way too big for 5 cp. :V
     
  4. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    One thing that annoys me about TFC ports is that while most authors are willing to convert artistic styles they always fail to convert to a more natural (TF2) scale.
     
  5. Engineer

    aa Engineer

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    Holy smokes. It looks hawt. :O
     
  6. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    Just did a run through, it is a fairly big map.

    I got a little lost but nothing a few minutes of just running around couldn't fix. Also, you should really check the console whenever you start up your map.

    Easy fix I'm sure you know how to work-
    Code:
    [LIST]
    [*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/wooden_barrier01.mdl)
    [*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/wooden_barrier01.mdl)
    [*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/truss003.mdl)
    [*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/truss001.mdl)
    [*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/wooden_barrier01.mdl)
    [*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/wooden_barrier01.mdl)
    [*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/wooden_barrier01.mdl)
    [*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/truss003.mdl)
    [*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/truss001.mdl)
    [*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/wooden_barrier01.mdl)
    [/LIST]
    And then simply clear these Spawnpoints, :p
    Code:
    [LIST]
    [*]Spawnpoint at (1079.31 1168.38 -159.00) is not clear.
    [*]Spawnpoint at (1128.00 2472.00 -231.07) is not clear.
    [*]Spawnpoint at (1128.00 2376.00 -231.07) is not clear.
    [*]Spawnpoint at (-3535.31 -1168.38 -159.00) is not clear.
    [*]Spawnpoint at (-3584.00 -2472.00 -231.07) is not clear.
    [*]Spawnpoint at (-3584.00 -2376.00 -231.07) is not clear.
    [/LIST]
    Besides that this is a very pretty map. I'm gonna go recommend it to a server owner I know because I really want to test this.
     
  7. NanoSquid

    NanoSquid L3: Member

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    :jawdrop:
     
  8. tovilovan

    tovilovan L6: Sharp Member

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    An interesting idea, however I have a few complaints on how it's executed. The first thing I realized is that you from the beginning spawn way back behind the first cap, you will thus have to run over three empty cap points before reaching mid. Once capping mid, you still spawn right behind second cap like on a 5cp, which leaves a huge run from spawn to the cap you are contesting for both teams. I would prefer working with spawns pretty close to the point you're defending right now, to eliminate some of the long walks.

    Another thought is that the mid might be a bit tight, there are only three routes and all lead you over a bridge where airblast pyros and trapping demos will have their heaven on internet earth.

    Hope you'll make the effort and finish this, has some great potential!
     
  9. heyyou

    heyyou L4: Comfortable Member

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    It's still too big (for my likings), but I think it will cater well to the awful cesspool of 32 man/insta-spawn servers that have accumulated.
     
  10. Icarus

    aa Icarus

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    Fishbus says he is aware of the console errors, and apologizes for the rushed release. He's been very busy.
     
  11. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    That's fine, it's just a pet peeve seeing errors so easily fixed in the console lol..
     
  12. The Political Gamer

    aa The Political Gamer

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    Icky remove the quote or push it further down the release page to fix the page bugging out.
     
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  13. Lancey

    aa Lancey Currently On: ?????

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    No, don't do it. This is more fun.

    The detailing is very well done, but I think some of the background areas have too much noise in them which might distract players from the fight.
     
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  14. luxatile

    aa luxatile deer

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    I think this sums up all my problems with Goldrock Gulch.

    [​IMG]

    It's a great looking map, but everywhere you go there's an inaccessible ledge you want to get up on - either the way up is far away (as shown here) or in a completely different area. The fact that there's only one way for attackers to go from CP 3 to CP 2 is also really annoying. We had a hard time getting there not only because of that, but also because we were flanked all the time. He needs to make movement easier for the slower classes and remove some of the extreme flanking routes.
     
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  15. VIVA LA NWO

    VIVA LA NWO L2: Junior Member

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    [​IMG]

    [​IMG]

    There's no visual cue that you may not pass through this door.

    [​IMG]
     
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    Last edited: Jun 12, 2010
  16. Nineaxis

    aa Nineaxis Quack Doctor

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    This pretty much sums up my opinion as well. It's never easy to get where you need to go, and it is never obvious where you are supposed to be going. There are signs in places that don't really help, the control points are out of the way and easy to miss, and like Muffin said, the map seems to be based on the philosophy of putting small ledges just large enough to not jump up, everywhere.
     
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  17. StickZer0

    aa StickZer0 💙💙💃💙💙

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    There was a very obvious and visible nodraw texture in a detail room in Blue spawn. might be in red spawn as well.

    The whole map seemed quite haphazard, it didn't have the quality it'd expect from a fishbus map, with metal fences sticking through walls and oddly textured rooms
     
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  18. Icarus

    aa Icarus

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    With a detailed map the size of Goldrock, he's nearing the engine limit of 12288 textured faces. He'll try to do as much as he can, but understand it's not going to be too easy.

    The lack of direction and mobility in certain parts of the map are definitely going to be looked in to, and something to break up the sightlines and size of the mid CP.

    What parts had the metal fences you were talking about? What rooms were oddly detailed? If you could describe or show us screenshots, he could look into it.

    Thanks everyone.
     
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  19. Nineaxis

    aa Nineaxis Quack Doctor

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    Here goes.

    http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20000.jpg
    I particularly dislike this room/these rooms with the planking (overall, I don't like the brush-plank-destruction). Textures aren't aligned right and the floor would be just as good dirt instead of being the same texture as the walls.

    http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20001.jpg
    This barrier doesn't look right and clips through the right side of the truss. The way the cart track swerves through it at the right edge makes the whole doorway look illogical, center it on the track or remove that area altogether.

    http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20002.jpg
    I'm not sure why that arrow is necessary. Another example of white wood wall white wood floor texturing combination. Brown wood works so much better for floors, especially when combined with white walls. And that texture you keep using as a floor is most definitely a wall texture.

    http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20003.jpg
    Adjust that displacement a bit so that nodraw isn't visible.

    http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20004.jpg
    Corrugated metal would never be cut into strips like that, and this is another example of that destroyed-planking-style that just doesn't look good.

    http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20005.jpg
    Odd choice of texture for the roof and the barrier. Another appearance of white wood wall as a floor. Corrugated metal walls on top of a (vertical) white wood wall is weird.

    http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20006.jpg
    Floating crates. Odd place to store stuff.

    http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20007.jpg
    You have a nice detail area covered up by destroyed-wood-planking-style. Replace it with chicken wire and put some crates and wire spools and let that area be visible. Also, there is a mining light back in there that you can't see, and unnecessary prop_dynamic.

    http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20008.jpg
    The two conveyors stacked on top of each other looks bad. Also, your skybox ground is clipping into the world back there, causing extremely dark shadows on the displacements. Furthermore, what is that light supposed to be lighting?

    http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20009.jpg
    Not a good texture to represent a boarded up tunnel. Either change it or remove that truss and texture altogether. And a wooden sign stuck into a wooden floor? And look at the texturing on those stairs.

    http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20010.jpg
    Door could use a trim. More white wood wall as flooring.

    http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20011.jpg
    Not a great choice of texture for a trim. Levitating minecart.

    http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20012.jpg
    That board could be the arrow sign prop (trainyard_sign I believe)

    http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20013.jpg
    White wood wall as destroyed-plank-style flooring. Could remove all of the planks, make the displacements prettier, and save faces while massively improving the visuals of this area.

    http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20014.jpg
    Any particular reason the bottom of the canyon is in the world? Just creates odd problems with the fog in relation to the skybox.

    http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20016.jpg
    Odd optimization, rendering the middle point from the 3rd/4th/whatever it is.

    http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20017.jpg
    Floating carts + white wood planking + poor choice of textures for that shack.

    Overall, I love the idea of this map, a large scale battle with shifting areas of control, however, navigation is odd, and the detailing seems poorly done (especially in regards to texturing- Valve maps are great references for texturing, and they're included with the SDK!).
     
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  20. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    There are placs in this map where wood, concrete and metal are all flush with eachother, and I find that to look odd.