Heaven

can this setting ( in terms of style and gameplay) exist in TF2?

  • yes it can

    Votes: 26 72.2%
  • only as a sniper heaven (bad gameplay)

    Votes: 1 2.8%
  • doestn fit (bad setting idea)

    Votes: 8 22.2%
  • not at all

    Votes: 1 2.8%

  • Total voters
    36
  • Poll closed .
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
thx alot m8. well..about that 2 engineer holding B..not sure..blu were spawning closer to B, and they had lower spawn time...i guess the problem is blu were all attackingfrom lower ground,though there is an awesom upper-ground spot, excelent for taking out those SGs. so my bad with navigation.

about railings,i wont add them, though i made ramps wider in the actual in-dev versions, so this will also be included in _a4.

point D..mah biggest headache. ill have to re-make it. no other otions there. :D

thx alot for the feedback

oh and btw,im inceasing cap time for A (just abit), B and C (nearly doubled). if i make navigation clearer this will help red to hold both points when they still got forward spawn, and be there on time when they lost forward spawn
 

Jindo

L3: Member
Aug 6, 2009
121
123
thx alot m8. well..about that 2 engineer holding B..not sure..blu were spawning closer to B, and they had lower spawn time...i guess the problem is blu were all attackingfrom lower ground,though there is an awesom upper-ground spot, excelent for taking out those SGs. so my bad with navigation.

Yeah a Heavy and a Demoman found this spot (I was spectating them while respawning) they very nearly destroyed one of the sentries but then the 2nd Engineer hid behind it with him and it was being repaired too quickly.

All in all I'd say that the sentry issue was mostly down to good teamwork on the Engineers' part, but there definitely needs to be more of a way to take them down or less of a way for them to attack people.

about railings,i wont add them, though i made ramps wider in the actual in-dev versions, so this will also be included in _a4.

Widening the path is also fine, anything to make is at all harder for Blue to fall off is good.

oh and btw,im inceasing cap time for A (just abit), B and C (nearly doubled). if i make navigation clearer this will help red to hold both points when they still got forward spawn, and be there on time when they lost forward spawn

This is also a good idea.

---

I'm uploading the demos from today's playtest now, although it will take a long time...
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
btw,here you go with an in-dev screenie of _a4 point A (will be brighter and more detailed)

im trying to make it more open and not that messy as it is atm

heaven_a4_3.jpg
 
Last edited:

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
Dec 25, 2007
566
441
Unfortunate we didn't have enough people to play properly on CC today, but here's the glitches we found instead.

There's a vis glitch as you exit the blu spawn; you can see it while standing in the doorway, but not from just within the doorway or just outside:

In the doorway:


Just outside the doorway:


There's a healthpack in the wall here:


You can build in this "cage":


And on the ground on this side of the bridge:


And on the ledge on the other side of the bridge:


And inside this window:


You can get to the wrong side of this window:
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
thx alot m8.
i was aware of some glitches,but engineer one were really unexpected
 

SlayerBlitz

L3: Member
Dec 3, 2009
120
46
Yeah a Heavy and a Demoman found this spot (I was spectating them while respawning) they very nearly destroyed one of the sentries but then the 2nd Engineer hid behind it with him and it was being repaired too quickly.

All in all I'd say that the sentry issue was mostly down to good teamwork on the Engineers' part, but there definitely needs to be more of a way to take them down or less of a way for them to attack people.

I am so proud to have been that 2nd Engineer!

Though I am happy, being able to stop blue in its tracks as it attacked B, I do see the problem. B is just too easy to defend. You need to make the areas from which these sentry spots can be destroyed easier to find.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
I am so proud to have been that 2nd Engineer!

Though I am happy, being able to stop blue in its tracks as it attacked B, I do see the problem. B is just too easy to defend. You need to make the areas from which these sentry spots can be destroyed easier to find.

already done in the upcomming alpha4, that game was rather useful and made me understand the issue. thx
 

LateLJ

L7: Fancy Member
Nov 27, 2009
408
157
Some more glitches :D

You can sticky jump behind displacement.

Some playerclipping here?

You don't die if you jump there.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
.
.
cp_heaven_a4 is here
changelog on first page



knownn issues:
-background flicker when you exit bluspawn1


link TF2M (.bz2)
link dropbox (.7z)

heaven_a4_11sm.jpg

new point A

heaven_a4_12sm.jpg

outside A

heaven_a4_13sm.jpg

new point C

heaven_a4_14sm.jpg

near B

heaven_a4_15sm.jpg

point B

heaven_a4_16sm.jpg

new point D
 
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Fireman

L4: Comfortable Member
Mar 21, 2008
150
59
Wow, you weren't kidding when you said D would get a rework. It definitely looks a lot more fitting for a final point now, I'm really itching to find out how well it plays.
 

Fireman

L4: Comfortable Member
Mar 21, 2008
150
59
Some things from just running around this morning:

This may have been the door issue you mentioned, but standing from BLU spawn the skybox disappears as so.

cpheavena40007.jpg


This visualizer is popping out of the doorframe quite a bit. Those doors shouldn't be opening for me in the first place, but still, I'm a neatfreak about things like this. =P

cpheavena40002.jpg


cpheavena40003.jpg


The very edge of this isn't playerclipped, so scouts, soldiers, and demos can all get up.

cpheavena40005.jpg


I think you said this was a forward spawn door, mark it as such, please :D

cpheavena40004.jpg



Can't really point out anything bigger than these until we get a proper playtest, I'm afraid =/
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
thx alot,fixed those issues. now im actually rtying to add 3dskybox. when done,ill compile it all as _a4a
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
.
.
Ive got 2 announcements for you today

FIRST,
cp_heaven_a4b is here
changelog on first page



knownn issues:
-background flicker when you exit bluspawn1
-signs can act wierdly when you cap C before B


link TF2M (.bz2)
link dropbox (.7z)

SECOND,

I rly rly need your feedbacks,especially on B and C. Im open to suggestions on how to make em better. I mean I rly need some :p

Thats all for today,thanks
 
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
a5 will be out rther soon
so here we go

a5_7.jpg

a5_6.jpg

a5_5.jpg

a5_4.jpg

a5_3.jpg
 

Acumen

Annoyer
aa
Jun 11, 2009
704
630
what strikes me with your map progress is that, as good the unique areas are, they don't seem to be one map. if you put the new screens next to each other, these could be 4 totally different maps.

these are really well executed and show your true potential:
http://dl.dropbox.com/u/1045640/heaven/a5_7.jpg
http://dl.dropbox.com/u/1045640/heaven/a5_6.jpg

i said it once and'll say it again the green lighting on this shot:
http://dl.dropbox.com/u/1045640/heaven/a5_5.jpg
looks terribly out of place, imo - it just doesn't fit into the tf2-universe, nor should it fit in any universe at all - it just makes me want to leave that area as fast as possible :D

while i absolutely love the fact you're using my railings :D
http://dl.dropbox.com/u/1045640/heaven/a5_4.jpg
i still think they don't fit. i had in mind they would be for small gaps to be filled - like a edge or corner the player should not want to go or something, but not an entire walkway :)

i think you went a bit overboard with your 5 ventilation fans in a randomly placed way - i think you know of better ways of how to detail that wall :)
http://dl.dropbox.com/u/1045640/heaven/a5_3.jpg

so to summarize. i really think you should get back to the drawing board and think about the overall theme and what scenery you want to achieve to get a corporate look to it :)
also a general thing, i think with your signs and arrows you went over the top, imo. instead of moving me around and guiding the way it creates more of a confusion to me. maybe you could rethink the way you want the player to guide - i bet you can come up with something good !

again i think you got tons of potential going on but got a little overexcited of the fast progress :)
keep it going and you got a winner there !
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
what im trying to achiveve within skyle is an old abandoned building (pointA) with a secret base behind it (B,C) then a canyon with 2 bridges and then HQ(pointD)

About the railings..well..maybe you right,i just loved em and used em. i might move em somwhere, but i definitely wanna use em.

About green light..well..ill keep it in _a5,if it will still disturb players,ill remove it.

5 ventilation fans? well..ill detail the outside parts abit better, just started it and hour ago
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
_a5test bump.
any comments?
 
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