Hampshire Heavies: New Map Night - we'll test your maps! Sun 5th April

samn

L4: Comfortable Member
Mar 28, 2008
158
47
2YtaJOM.png


Hello, I'm Sam from the Hampshire Heavies, a UK/EU TF2 clan. We're running a New Map Night on Sunday, 7pm GMT+1/BST time, and we'd like to test your maps!

We provide feedback on server and on our forum, along with a SourceTV demo if you can't come along. It's a 24 man public server, alltalk switched on. Our server is usually full for the whole playtest.

Couple rules, similar to the gameday: map must be in active development, playable on a 24 man public server, no fullbright, must have better gameplay than orange_x. The map will be played for as long as is worthwhile - anywhere from between 20 to 40 minutes. We hope to play 5 maps over 2 hours.

I cannot promise 100% that if you post your map, we will be able to play it. We have to do what's best to keep our member's interest. Though we are very very forgiving!

Please post below (with your Steam profile so I can contact you) if you are interested. :thumbup1:

...

The HH has a long history of assisting mappers. Over the years we have been involved in playtesting freight, gullywash, and steel - in fact, our help with the latter got us our own poster included in every single copy of TF2!

Help us live up to our legacy and discover the next 'officialised' community map.
 
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DannBo

L1: Registered
May 9, 2010
27
13
Here is my map rocket ravine, which I hope to get some beta testing done on:
http://forums.tf2maps.net/showthread.php?t=24315

While the map itself is a reworking of an old map of mine this is the first beta test for this particular build and I want to test it for stability/functionality as well as balance if its in working order for 24 players.
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
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Lain

lobotomy success story
aa
Jan 8, 2015
724
757
I just released a new version of Satori and need to get some testing done for the next version, I would be thrilled if you guys could play it for me.

You can find me on Steam here and the download for the map here.
 
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Oct 6, 2008
1,947
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I can export an A5 tonight or tomorrow and send it your way if you like
 

Géza!

L4: Comfortable Member
May 12, 2008
183
40
Question for submitting first rudimentray alpha versions of maps for playtesting: Is it better to have rudimentary lighting to go with the blocky dev texture geometry, or just fullbright because it doesn't matter for gameplay testing? Are cubemaps needed?
 

samn

L4: Comfortable Member
Mar 28, 2008
158
47
Question for submitting first rudimentray alpha versions of maps for playtesting: Is it better to have rudimentary lighting to go with the blocky dev texture geometry, or just fullbright because it doesn't matter for gameplay testing? Are cubemaps needed?

Fullbright / no cubemaps won't be accepted. The map must be lit throughout with cubemaps compiled.

Blocky modelling and dev textures are completely fine.
 

samn

L4: Comfortable Member
Mar 28, 2008
158
47
This week I'm going with:

coldtop
jolene
ramjam
satori
byre
rocket ravine
 

UrbanX

L1: Registered
Dec 10, 2012
5
1
Good thing rocket ravine is last on the map rotation. Its a crash hazard. It uses too many entities and engine crashes with "Fatal Error: No free edicts". About 24+ players is like a guaranteed crash.
 

samn

L4: Comfortable Member
Mar 28, 2008
158
47
We'll be taking a break next week I'm afraid, I gotta go take a trip.

Good thing rocket ravine is last on the map rotation. Its a crash hazard. It uses too many entities and engine crashes with "Fatal Error: No free edicts". About 24+ players is like a guaranteed crash.

Is this true? If so we can't test the map.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Oh yeah, just loaded it up and checked their entity count:

2015-04-04_00-13-27.jpg


You generally want that below 1400 to eliminate the chance for crashes. That's way over and would definitely crash. 2048 is the hard limit. Each player counts as one as well as their cosmetics, weapons, and projectiles. It all adds up really quick.
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
Ramjam:

fun layout, mid seems a little too easy to defend. the only highground directly next to the point is only accessible by jumping classes, and its super open to snipers. detailing is good, but could use more colors - at the moment, it pretty much uses only one shade of red.

Jolene:

very mid and long-range friendly. short range classes like pyro and spy seem to struggle. there's also a lot of long sightlines that are really abusable, watch out for those. there also doesn't seem to be any reason anyone would use a building other than the mid structures, as nothing provides a tactical advantage. mid layout is interesting though.

two points is interesting, but the lower of the two isnt really worth attacking. it just becomes the thing to go do if you're trying to win by capping (which maybe isnt a bad thing?)

Coldtop:

red spawn after blue caps B is really weird and counter-intuitive. fun to defend. i noticed that blu had more kills even though red was holding them back successfully, which is kinda weird. i enjoyed having a bunch of flank routes to use, but i think you should take a look at which ones actually get used and try to trim out the rest. either that, or make it somehow flow better.

attacking last is pretty much impossible, red can push back really easily and it's really blind for blue.

Satori:

very big! nowhere is safe from snipers on this map. sightlines in general are ok, but there's just so many of them that it's impossible to guess where a sniper might be looking for you.

Rocket Ravine:

very open, and a lot of routes. still decent fun though; i wish i had more to say about it.