PL Levee

Discussion in 'Map Factory' started by LeSwordfish, Oct 21, 2010.

  1. grazr

    aa grazr Old Man Mutant Ninja Turtle

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  2. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    A3 up. Cubemapped, detailed (a bit) and generally made more interesting and fun.

    At the moment, C is due a minor re-model, D due a fairly major one. As such, how A and B play is interesting to me mostly.

    Screenshots to be updated soon.
     
  3. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Fixed the HUD, thanks to snacks for pointing that out. Submitted to EU gamesday.
     
  4. Okrag

    aa Okrag Wall Staples

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    [​IMG]
    Spawning in blue spawn as red.
     
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  5. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    *sigh*

    Pl_levee_a3_fix_fix will be up soon.

    Was this at the start of the game? or after blu cap point 2?
     
  6. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Ok, Fix2 is compiling now. host of miniature stuff like doors not opening and so on. How unprofessional of me, i'm sorry.

    The problem seems to be in associating control points and spawns. It works only in symetrical maps like 5cp, and is linked to the furthest point you own. So, while perfect for attack, for defense you have no option other than disabling and enabling spawns manually. While in a1, a2, and a3, i had this, and a linked point, in the spirit of "something's got to work", it seemed to rub along somehow. Except of course, when A3's HUD vanished. This seemed to be because the final point wasnt in the team_train_watcher. Putting it in broke the spawns. Simply removing the point from the spawns fixed them again.

    I have a few ideas for what to do to point C, both thematically and gameplay wise.
     
  7. Buranek

    Buranek L1: Registered

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    Good map, i think. The clouds are cartoony like in Super Mario.
     
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  8. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    [​IMG]
    [​IMG]
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    [​IMG]

    The main issue with the map was that a single flank could be exited from anywhere up to 5 locations. This should be more like 2 or 3 at the most. If you narrow down the amount of exits players find it easier making decisions and specific sentry/sniper spots appear more apparent. Players feel like they were cheaply killed if they had to watch 8 odd flanking positions and were attacked from the one they hadn't checked yet etc.

    2 way windows suck and are unfair on anything other than spawn doors.
     
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    Last edited: Nov 21, 2010
  9. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Submitted a3fix2 to gameday, to get any more feedback that might be coming before i start working on a4
     
  10. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Well, the construction pack was obviously not what i had in mind here, since it hadnt been deliberately or accidentally announced at all. I was, however, struck by a bout of clairvoyance, and had a construction-related plan for B and C since. This has spread like a rash to A, and D is desperately holding off. Surprises me: i thought it was too hard to defend.

    Anyhoo, A4 is well underway, and theoretically includes:
    1. A widening and lengthening of A, plus a boost to the timer
    2. Neutering some of the more horrific sideroutes
    3. Construction, Freaking everywhere.
    4. Not much to C or D, i have separate plans. Muahaha.
    5. A basic optimisation run.

    I also have pictures!

    [​IMG]
    [​IMG]

    Obviously WIP. ETA some time next week.
     
  11. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Screw triple posting, i've sort of got something to say.

    Anyway, A and B had a gratifying shitton of feedback, all of which i've acted on. A is now wider, and has more interesting side-routes. B has had the sideroutes neutered, and the dropdown removed.

    However, only like 10% of the feedback related to the last two points. This means one of two things.

    1)They're functionally perfect. *snort* Yeah right.
    2) More likely, they got played less. As far as i can recall, only 50% of the rounds on A3 actually made it to C, and once B was taken, blu steamrolled.

    So C and D need work. Like, a complete, ground-up remodel. I have ideas as to how to do this, but i dont want to touch them much until they've got proper testing. DEFINITELY, though, there'll be a building between B and C.

    Also, worryingly, B is too easy to defend. Boosting times and seeing what happens is my current solution to this.

    Anyway, on to the point. Which should A4 be?
    -A and B fixed
    -A and B fixed, the definite building at C
    -A and B fixed, the definite building at C, and an attempt at redoing C and D?
     
  12. Wilson

    aa Wilson Boomer by Sleep

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    A and B fixed, if they play well, start redoing C, once it is working, start redoing D.
     
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  13. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    A4 is up. Fuckin' finally.

    Changes: A: Generally larger, more interesting point, better flanking routes. Timer increased, spawncamping harder. Spammed construction props, Added a 3D skybox
    B: Less sideroutes, Larger and more interesting central building, better point, height advantages tweaked. Spammed Construction props
    C: Rearranged red spawn. Remade route that opens on capture.
    D : Made easier to defend by tweaking spawntimes
     
  14. Wilson

    aa Wilson Boomer by Sleep

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    You need more ways out of the first blue spawn, there is only 3 that are really close to each other, two rounds red locked blue inside their spawn with heavy/medic or demoman, also the health front of container makes it really easy for heavy alone camp all exits from spawn, move it behind the container or remove it all together.
     
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  15. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Is A too big? And is B too small? Those were the main issues i predicted.

    Point taken about the spawns.
     
  16. Sergis

    aa Sergis L666: ])oo]v[

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    Why does your 3d skybox shows non-skybox geometry? It kills my FPS. In the screenshot below, with 3d skybox on i had 35 fps, with r_3dsky 0 over 100 fps. It was even worse in spawn.

    [​IMG]
     
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  17. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    i dont have a clue why it would do that.
     
  18. Zhan

    Zhan L5: Dapper Member

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    Sorry, I can't remember clearly from playing this yesterday, but I think BLU has to push the cart down really far before a forward spawn opens for them, and it seemed when the cart was around the middle of the map I spent a lot of time running from spawn to the cart. Perhaps, forward spawns should open sooner, like after the 2nd point? Correct me if I'm wrong, I don't quite remember what happens exactly.

    I also had the awful fps problems around the first point, and elsewhere.
     
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  19. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Awful fps problems are probably detailing without optimising (or, at least, that doesnt help). Next version will have the detail area removed, along with the 3d skybox.

    Opening the forward spawn (actually just a shorter route) after the second cap COULD work. it's something to consider as i make C not just the "fuck it lets do brushwork" point.
     
  20. Sgt Frag

    Sgt Frag L14: Epic Member

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    You cloned the skybox camera and forgot to delete the original one?
    ---------

    Hard to give much feedback, it was 4v4 or 6v6 most of gameday.

    The blu spawn area seemed maybe too open and wide. We fought there for quite awhile before blu finally pushed out.

    I'm also a bit concerned about optimization. The track goes up and aroud that first building, but you have the fences in between those areas so it's all rendered at once. Then I saw a sniper on top of the roof in that back, and from that point you could see the entire map (except last point).

    Just really seemed like there was no way to seal off any areas (maybe vvis will take care of a few small spots here and there).

    But game play areas seemed pretty good overall (like I said, not many players though).

    Scouts were also running across the top of the chainlinks, and I suppose they could jump over there too.
     
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