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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Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
UKCS_Alias on fpsbanana said:
Area portals are usualy used to seperate the inside area with the outside. just place one in every gap which leads to the outside. this way the outside becomes an area and the inside also becomes one. however, try to use as least as possible because these can also lower the performance when overused. best is to look at the sdk examples from valve on where and how they used them.

I've already heard about areaportals that can be a clog in multiplayer. The server has to check which part is opened and which not, and trasmit this to players and that can be a burden. In your case, some parts of the map have a geometry that can be (or is already) quite optimized through normal visleaf construction, or so I think
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
I've already heard about areaportals that can be a clog in multiplayer. The server has to check which part is opened and which not, and trasmit this to players and that can be a burden. In your case, some parts of the map have a geometry that can be (or is already) quite optimized through normal visleaf construction, or so I think

I thought it's all client side. Alright,thx for the advice. I'll work on it before releasin next (I hope last) alpha
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
after makin a 30 minute run with mat_wireframe and +showbudget turned on i actually found out that areaportals gain my map perfomance alot, from 5% in some places to up to 30% in others. Though i found no actual point where toggling areaportals on actually DECREASED perfomance, i will think of removing portals where they actually did nothing positive
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
A6 is getting closer to release every day. I've already finished all modifications I actually wanted for A,B and C. This includes not only fixes but actual layout changes, optimisations and detailing. Last thing to be done is new point D. If all goes well you can expect _a6test tomorrow on TF2Maps server, and the actual _a6 release on Sunday
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
i will make it clear soon
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
CP_HEAVEN_A6 IS HERE
CHANGELOG ON FIRST PAGE

FPSBanana
Dropbox
TF2Maps

heaven_a6_s1.jpg

heaven_a6_s2.jpg

heaven_a6_s3.jpg

heaven_a6_s4.jpg

heaven_a6_s5.jpg

heaven_a6_s6.jpg
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
game testing bump

i think it was quite good overall. still some remarks
-make D cap faster
-increase spawnwaves for red on D
-fix red spawn door leading to C (in case B is caped)

anything else?
 

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
An overlapping texture in red spawn off to the left
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
compiling _a6a (quickfix) atm.

still waiting for more feedback. on anything. plsss
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
This looks nothing like when you first posted screenshots.

And I love it.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Release the damn control point signs or your holograms are terrible!
 

Swiftmind

L2: Junior Member
Dec 6, 2009
73
20
I like the look you are coming up with. But I seen some areas for improvement.

First is the last spawn point for blue. Its kind of a strange layout. The door opening and the players jumps down to the water then runs up some stairs seems convoluted. Not to mention half of the blue team did not realize they could use that door, *shrugs* why I dont know. I think blue should spawn near the forward resupply locker instead. I took a screenshot of this. Get rid of the little hallway with the water that blue falls into. Instead have a stairway that goes up and forks out to point B and C, on top of the water way. So blue can quickly exit to the bridges outside but can also easily run up to the points for an alternate exit if camping is an issue. The exits blue can have for each point I marked on the two other screenshots.

Also if you need to optimize more, I would remove the prop fans in blue's last spawn. Then blue's spawn room can be sectioned off into its own portal.

I would remove the window at point B that over looks the bridge. Yeah it adds some detail but the players can not even look through the window, its too high. I still see most of point B when I am out on the bridge. Remove the window and making the door have a open/close portal like at point C would help alot in my opinion.

You did improve what is being rendered at point D and outside in the bridge, very nice.

Nice change to point D. More simple brush work and still looks great with the background. I do not like the sheet metal props you used for cover though. I remember you said this is supposed to be a control room or HQ of some kind. Those props do not fit. You prob just threw them in there to see how the cover would work though so I understand. But I would build some large computer things. It will make the room look more HQish.

I think the respawn times for red at point D need to increase a second or two with the current layout. I know someone said to move red's respawn behind the point, this may work. But I still think red respawned a bit too fast for the difficulty of this last point....given if they are actually at the point defending.

Oooo I noticed you have custom labels on the actual CP points. Very nice. How did you do that? I was thinking of doing the same wih Silo C but I never found the information on how to do it. I know it exists somewhere...
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
This looks nothing like when you first posted screenshots.

And I love it.

well...yea :D

it has changed alot


Release the damn control point signs or your holograms are terrible!

they are somewhere OUT THERE for some time already



I like the look you are coming up with. But I seen some areas for improvement.

First is the last spawn point for blue. Its kind of a strange layout. The door opening and the players jumps down to the water then runs up some stairs seems convoluted. Not to mention half of the blue team did not realize they could use that door, *shrugs* why I dont know. I think blue should spawn near the forward resupply locker instead. I took a screenshot of this. Get rid of the little hallway with the water that blue falls into. Instead have a stairway that goes up and forks out to point B and C, on top of the water way. So blue can quickly exit to the bridges outside but can also easily run up to the points for an alternate exit if camping is an issue. The exits blue can have for each point I marked on the two other screenshots.

Also if you need to optimize more, I would remove the prop fans in blue's last spawn. Then blue's spawn room can be sectioned off into its own portal.
I will think of blu spawn changes,thx. And prop fans are in the holes sealed with areaportals :D the whole room is sealed

I would remove the window at point B that over looks the bridge. Yeah it adds some detail but the players can not even look through the window, its too high. I still see most of point B when I am out on the bridge. Remove the window and making the door have a open/close portal like at point C would help alot in my opinion.

I want this window to stay,there is just some leak there, ill try to figure the reason out


You did improve what is being rendered at point D and outside in the bridge, very nice.

Nice change to point D. More simple brush work and still looks great with the background. I do not like the sheet metal props you used for cover though. I remember you said this is supposed to be a control room or HQ of some kind. Those props do not fit. You prob just threw them in there to see how the cover would work though so I understand. But I would build some large computer things. It will make the room look more HQish.

I think the respawn times for red at point D need to increase a second or two with the current layout. I know someone said to move red's respawn behind the point, this may work. But I still think red respawned a bit too fast for the difficulty of this last point....given if they are actually at the point defending.

yea,it was also a leak there,so sealing it and adding some more portals helped
and yes,it was mor an experiment there with cover etc.
spawn time was already increased as well as cap time was decreased (in a6a)
and as i see you played _a6, as it got that purple holograms issue
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
after thinkin for some time, ive decided to release one more alpha version before going beta
The intention behid this was to get more playtest. _a6\_a6a proved to be good, except for the last point, so players got tired by playing this map as they could not get passed this last point in 90% of matches. To recieve more feedback, map should be more balanced. that why i will rlease _a7 pretty soon. it includes some more detailing (as i thought it would be first beta version, but the main focus is on making the map feel and play smoother, and making last point captureable.

Stay tuned, if all goes well it will be out today

UPDATE: Now im actually thinkin of callin this version _B1 rather then _A7. Its fully textured, optimised, got 3d sky and overall polished... Still im not sure
 
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Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
So what are the gameplay modifications ? Can you give us a sketch of your last CP ? I'd like an overview of the map to give you comments, too, if you don't mind.
 
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
i cant give any screenies so far, as im still workin on it. The main change is that When blu are actually attackin from any bridge (B or C one) they got third route to D. This solves two issues
1) you can now travel between bridges being INSIDE point D building WITHOUT need to pass red spawn.
2)attacker got height advantage over D, as the third route leasds to the balcony right above red spawn.

I will absolutely sure give more screenies later
 
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