CTF landfall rc

By Dr. Spud

  1. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    ctf_landfall
    by: Dr. Spud

    Now a release candidate!

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    ctf_landfall_rc
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    Layout changes:
    -You can now jump onto the shack along the outside path.
    -Better FPS
    -Various detail improvements and additions

    Gameplay changes:
    -Respawn rate raised 1 tick

    [​IMG]
     
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    Last edited: Jan 26, 2012
  2. Leminnes

    aa Leminnes

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    The screenshots seem smexy and the premise sounds like it would be interesting. I get a feeling that the high road MIGHT need more of a deterrent than just fall damage (as scouts can basically circumvent that anyway.) Not sure what it could be, though.
     
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  3. Psy

    aa Psy The Imp Queen

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    The respawn timers are baaaaaaaad. If you really want to experiment with them then I suggest you reduce the timer for the team who has moved the enemies flag from their base. That would help them to pull the flag out of the base. Once the flag is captured or returns then set the timer back to default.
     
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  4. Flame

    aa Flame

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    imo reduce the height variant at mid to about 2/3 of what it is now, 3/4 if not. Its close to the peak of a rocket jump to get up top and no1 likes being airshot at eye level because they couldnt get enough extra height to strafe without pausing for a second. too high right now.

    There were also a few clipping and texture issues in the screens. Also there were some roofs of buildings that were clipped off but were shorter than the mid which made little sense to me and kinda annoyed me when I tried to jump on or over them.

    Map looks good. I'd suggest reskinning it or redoing the lighting so it doesnt feel/look so much like sawmill. an alpine brighter theme might do the map justice imo.

    http://dl.dropbox.com/u/3702088/screenshots.rar

    1 is a clipping error. i got stuck on it

    2 and 4 are places i feel like i shouldve been able to jump to

    3 is a messed up texture on the forward face of the stair.
     
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  5. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    One thing I can tell you for sure is that I'm not planning it to look so much like sawmill. Once I start detailing I've got a slightly different theme in mind.
     
  6. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    I had no idea where I was going.

    Are the giant cylinders supposed to be trees?
     
  7. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    so I updated it to a2, with some good fixes. But for some reason the game won't end once the timer ends. Does anyone know why this would happen?

    Until then I guess just wait for a3.
     
  8. Psy

    aa Psy The Imp Queen

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    logic_auto > OnMapSpawn > gamerules > SetStalemateOnTimelimit > 1
     
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  9. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    Ok I updated it to a3. It's the same as a2 just with the timer fix. And these are the changes:

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    ctf_landfall_a3
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    Gameplay Changes:
    -Raised respawn timer from 4 to 7

    Layout changes:
    -Lowered the height of the upper path in middle.
    -Added a couple more buildings and rocks to block sight-lines on each side.
    -Added some "battlements," "intelligence," and "resupply" signs.
     
  10. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    Damn it the cubemaps were broken. Now it's a3a.
     
  11. The Political Gamer

    aa The Political Gamer

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    I really don't like how all the health and ammo are in the little rooms. It makes the player way to open for attack and negates any use the health/ammo would give them and on top of this it breaks the map flow.
     
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  12. Lancey

    aa Lancey Currently On: ?????

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    Really too open.
     
  13. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    New version released! Lots of changes in this one that improve the feel of the map, especially in the middle area.

    -------------------
    ctf_landfall_a4
    -------------------
    Gameplay Changes:
    -func_nobuild placed over certain exploitable props.

    Layout changes:
    -Lowered the height of the upper path on the way to each base (the part with the windows)
    -Reworked the lower area of the middle. Now there's more interesting cover, and less awkward open space
    -Removed some mini health/ammo rooms, pickups are now closer to the main paths.
    -Reworked the far outside path into the bases to be less open.
    -Changed one of the rooms in the indoor path to be more interesting, less flat.
     
  14. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    Good idea.

    Bump for test.
     
  15. Shmitz

    aa Shmitz Old Hat

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    I think the upper path needs to still be lowered some more. There's too much of a disconnect between the action above and the action below, and falling off results in a jarring shift in trying to figure out what the new situation is and where the threats are.

    Likewise, the fact that there is a single set of stairs (per side) to get up there means that frequent travel between the upper and lower areas doesn't really happen for anyone but soldiers (it's usually not worth it for demos to try it repeatedly). I understand that you want the attackers to have some kind of offensive advantage there to deal with sentry farms and what not, but I think the fact that there was always an engineer building a teleporter exit to the top level of his own base is indicative that game flow wants there to be a more local path up there. Stairs up around the "backside" of that building would make defenders have to choose between shooting at people up top NOW, or taking the time to try to flank, by which time they may have already done their damage and dropped down.

    And on the subject of paths up, I think the current large room you have going to the top in the middle rarely sees any action. It's significantly disconnected from the rest of the map. You could probably tighten it up a bit and expose more parts of that path to the middle area.
     
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  16. Lancey

    aa Lancey Currently On: ?????

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    Overall, the upper levels were powerful against classes that couldn't reach it, but were lacking against soldiers and demomen IMO. Sentry positions were lacking and pretty much forced them to be placed directly on the intel, because that was the only possible location for one to stay up. Try this:
    [​IMG]

    For one, it provides cover for and from sentries on one side. It also makes it less conspicuous for a briefcase to be sitting in some random location. You could even put a desk in there or something. Health placement was pretty good. I recommend putting larger health on the lower areas, though, and smaller healthkits on the upper areas.
     
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  17. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    Alpha 5 released.

    -------------------
    ctf_landfall_a5
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    Layout changes:
    -Changed the outside path from mid. It's now smaller and has shorter sight lines.
    -Added a staircase from the outside path to the upper path above mid.
    -Fenced off one of the paths leading to the far outside path (the part with the metal water tank)
    -Removed a doorway into the intel room
    -Changed the area round the intel to give the defending team more options.

    [​IMG]
     
  18. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    bump for the two tests we did.
     
  19. Flame

    aa Flame

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    when i say i dont use the forums, its not personal, i just dont use the forums. if you want me to do layovers or screens though of my suggested changes i will or if you forget them.

    otherwise im looking forward to the next version with the layout/gameplay changes.
     
  20. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    I'm not forgetting your suggestions; just bumping to give other people who played the opportunity to post (especially since the thread doesn't appear on the front page).