CP Hexa

Discussion in 'Map Factory' started by Soupstorm, Mar 4, 2011.

  1. Soupstorm

    Soupstorm L2: Junior Member

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    This is a six-point symmetric CP map. The middle two points start out neutral.

    Spawns and Times
    Neutral: 10s/10s, +3:30
    Cap A: 8s / 10s, +3:30, attackers spawn forward
    Cap B: 3s / 10s, +7:00, attackers spawn forward
     
    Last edited: Mar 15, 2011
  2. Fredrik

    Fredrik L6: Sharp Member

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    Strange dev textures and some dark spots, rest looks kinda nice.
     
  3. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Protip: use cl_drawhud 0 while taking pictures.

    Also, have you tried using Snark's gametype library to fix the capping problem?
     
  4. tyler

    aa tyler snail prince, master of a ruined tower

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    cl_drawhud 0

    Just curious, what is the advantage to having a sixth CP as opposed to simply having 5 CPs?
     
  5. Soupstorm

    Soupstorm L2: Junior Member

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    I kept the HUD on to make the layout slightly more immediately apparent in the first shot, and then forgot to take it off, haha. And There's no advantage to a sixth point, I just want to see what happens when there is :D

    I'll try just copying Snark's entity set. I was originally writing the values in manually to help me memorize the entities but clearly that isn't working. I cross-checked every CP and capture area's triggers and settings and they were all identical. If copying the entities works, I'm going to be convinced that my computer is haunted.
     
    Last edited: Mar 4, 2011
  6. red_flame586

    red_flame586 L7: Fancy Member

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    the two middle point look a bit close, unsure how that will play out. You've also got blue doors on the red spawn... nothing much. Anyway after you get the cp problem fixed, i look forward to seeing how this actually plays out.
     
  7. Jimmy Nicholls

    Jimmy Nicholls L2: Junior Member

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    With 5 CPs there are 4 potential scenarios in the map (plus another for when the game starts and the point is neutral, but that doesn't last the whole game).

    6 CPs there are 5 potential scenarios. In a 5 CP map one team will always have the advantage after the neutral point is capped. In 6 CP it is possible for the teams to be tying. That perhaps might encourage a stalemate situation a bit more, because for the game to be fair the "neutral" scenario of the game must be equally balanced, whereas once one team has the upper hand you can give them extra advantage through use of spawnpoints/respawn times to make it more likely they will win. Thus avoiding stalemate. So in a way I can see it being a disadvantage.
     
  8. Soupstorm

    Soupstorm L2: Junior Member

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    First lighting pass is done, but I really, really don't know what the FUCK is going on with my map (pardon the language). I currently have 2 control points on my map. Both are set to be neutral, unlocked, and cappable by both teams.

    I compile with point indexes at 0 and 1: the one with the lowest index is permanently locked
    I compile with point indexes at 1 and 2: the one with the highest index is permanently locked
    I compile with point indexes at 0 and 1: the one with the HIGHEST index is permanently locked AGAIN

    though the game plays out normally otherwise (stalemate + Blu win-by-cap).

    Also, my map likes to let you play in third person for some reason. Also, over the past 12 hours I've found at least four random "kill !self" trigger outputs on entities. So what the hell is going on?!

    [edit] Okay... I set index-0 point to be owned by Blu, and index-1 to be owned by Red, and now it works fine...

    Seriously. Haunted computer.
     
    Last edited: Mar 4, 2011
  9. Soupstorm

    Soupstorm L2: Junior Member

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    I filled my case with salt and crucifixes, and the capture points seem to be working properly now. Tweaked the design, fixed a few symmetry errors, put in some lights, and set the spawn times. Everything is good to go for a playtest.
     
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  10. absurdistof

    aa absurdistof

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    May I suggest not adding so much time when the third/fourth CP caps to prevent stalemates, and shortening the final capture point timer. That's just convention speaking though.
     
  11. Soupstorm

    Soupstorm L2: Junior Member

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    Agreed, I'm just poking a stick at convention :p I want to see if I can make this map tend towards stalemating only at the center. However, that will rely on the game not stalemating on the final point, which I think will largely revolve around how easy it is for attackers to hold control of the flow gate room.
     
  12. Snacks

    Snacks TODO: Clever title

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    a1:

    Spawn doors don't have respawn visualizer.

    Long respawn times, wave is only ever 15 or 13.

    Teams never get a forward spawn.

    It's very easy to miss the 2nd CPs when going from spawn towards middle, and when going from middle towards enemy spawn if you take the lower route.
     
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  13. Soupstorm

    Soupstorm L2: Junior Member

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    Alpha 1a is compiling. I added the visualisers, reduced spawn times across the board, and put up signs for the points. As for the lack of a forward spawn... I guess you'll need a teleporter or two? :p

    [edit] Bah, screw it, I was holding off on the forward spawns until a playtest but they're in now. Alpha 1b is uploaded.
     
    Last edited: Mar 9, 2011
  14. Soupstorm

    Soupstorm L2: Junior Member

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    Updated to Alpha 2, download link is there. Big, big changes.

    Also, I can't buildcubemaps as per this error:

    [edit] Turns out that a few of the cubemaps were set to a huge resolution... especially strange, as I shift-copied all of them. Anyway, that's fixed, and I move up to Alpha 2b:
    - Cubemaps!
    - Soundscapes! (but only one!)
    - Spawn and capture time tweaks
    - Additional refinements to: Center Building, A-to-B Farmhouses, CP B Area
     
    Last edited: Mar 12, 2011
  15. Soupstorm

    Soupstorm L2: Junior Member

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    Achievement unlocked - Triple Post

    Updated to A3C because I'm an idiot and released a2b twice.
     
  16. Sgt Frag

    Sgt Frag L14: Epic Member

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    Have no idea what the server issue is.
    I did run through though.

    All the caps work fine. I feel like it might be a little confusing, seems like there are a lot of paths, and the cp's are kind of off to the side, so easy to run by.

    But it was just a quick run through to see if any map problems might have cause the server thing.
     
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  17. Soupstorm

    Soupstorm L2: Junior Member

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    Thanks for giving it a run-through. I compiled as a2d now, and on the initial compile the filesize is 8265kb. But after I run buildcubemaps... the filesize is 7684kb. Is this normal? This can't be normal.

    [edit] I've specifically NOT added .cache and .ain files with pakrat. I have not a goddamn clue why this map decides that everyone has a different version when a server loads it. :(

    [edit2] A2G is up. If that doesn't work, could someone try compiling it for me? The VMF is here: http://dl.dropbox.com/u/5822947/cp_hexa_a2g.vmf
     
    Last edited: Mar 14, 2011
  18. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    The "B"s are easy to run past: all the signs in the world wont stop people heading straight ahead if it looks like a main route, and your signs are high, and only obvious at longer distances.
     
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  19. Soupstorm

    Soupstorm L2: Junior Member

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    Updated to A3. It's mostly a name update. I tweaked a few signs, added a few more, and manually moved all map content to a new .VMF. It HAS to work this time.
     
  20. tyler

    aa tyler snail prince, master of a ruined tower

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    This map was pretty annoying to play. It kind of felt like you threw some noodles on the ground and then turned that into a map. What I mean is the amount of side paths, flanks, loops, hallways and rooms led to a very confusing map. To top it off, there were zero signs, except for capture point signs, and no clue as to when we were getting deeper into enemy territory. I came across the backside of the other team quite a lot. I only saw my teammates if we respawned at the same time, but we always took separate paths because there were so many and I rarely saw them again.

    You need to do a few things. First and foremost is cut down on side routes, or close and open them as certain points are captured for use as shortcuts for the attacking team. Second is put up signs. This should aid both in fighting confusion and focusing fights in certain areas.

    Also I don't think I saw any pickups...? Can't say I was looking too hard.

    And you aren't copying the bsp from the sdk folder, are you? That could be related to your naming issues.

    Edit: AND I just realized you never answered me about the advantage to a 6th CP. I think the overall layout is decent but I am not sure about the 6th CP.
     
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    Last edited by a moderator: Mar 15, 2011