Locomotive

Discussion in 'Map Factory' started by Cinnamon Whirl, Apr 28, 2009.

  1. Cinnamon Whirl

    Cinnamon Whirl L1: Registered

    Messages:
    34
    Positive Ratings:
    6
    Well, I have finally got around to putting some finishing touches to my map (e.g. the cart) so here goes: Beta 1

    This is a four point payload map with several trains running down the length of the map.


    As this has only been tested by me (ie, single player) any thoughts or comments are appreciated!

    Otherwise, even if yo only run through the map alone, I am interested in:

    1) cart/train collisions - there shouldn't be any, but sometimes things go awry.

    2) train timing (too few or too many?) and train speed.

    3) draw distance - I have a few problems due to the long straight tracks. How about you?

    4) Ah, is it any fun? ;)


    OK, thats it for now!
     
    Last edited: Aug 19, 2009
  2. Void

    aa Void Local Man Unable To Map, Sources Say

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    RC1 is hard to believe due to the low level of details and that it's only been tested by you.

    Should've had others play early versions of it before making a self-acclaimed Release Candidate.
     
  3. Ninjilla

    Ninjilla L7: Fancy Member

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    I was thinking the same. This looks more like an alpha?
     
  4. The Political Gamer

    aa The Political Gamer

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    I think it goes Alpha then Beta then RC then Final then Final V.2 and so on...
     
  5. DaFatCat

    DaFatCat L3: Member

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    The intersecting tracks don't look all that good- 'twould be better with the same size tracks, and try to avoid the wood planks going through the other track.
     
  6. Dustoxx

    Dustoxx L6: Sharp Member

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    Some things I picked up:

    -The area where blue comes out is way too compact. 1 ( or maybe 2 ) with a demo/heavy would probably hold it a long time. Maybe you can add like an extra path further away?:confused:

    -You need to be very close to the cart to move it. Make the trigger around it bigger players that are further away from the cart still push it, so you can still focus on shooting etc.

    -Add and build your cubemaps.;)

    -Just a small thing; make the size of the 'chicken fence' texture smaller. It looks kinda odd.:p

    -A lot of errors:
    Code:
    [B]Failed, using default cubemap 'engine/defaultcubemap'
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    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/wood_support001.mdl)
    Executing listen server config file
    exec: couldn't exec listenserver.cfg
    exec: couldn't exec pl_locomotive_b4.cfg[/B]
    
    Team Fortress
    Map: pl_locomotive_b4
    Players: 1 / 24
    Build: 3792
    Server Number: 1
    
    No pure server whitelist. sv_pure = 0
    Connection to Steam servers successful.
       VAC secure mode is activated.
    Dustoxx connected
    Redownloading all lightmaps
    [B]Requesting texture value from var "" which is not a texture value (material: decals/rendershadow)
    Requesting texture value from var "" which is not a texture value (material: decals/rendershadow)
    
    [/B]

    Pics coming tomorrow ;)
     
    • Thanks Thanks x 1
  7. eerieone

    aa eerieone

    Messages:
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    Judging from the screens this looks like an advanced alpha, not an rc

    Might it be that you saw "release candidate" as a stage that you call it before releasing it to the public, i.e. fpsbanana, and then work further on it through alpha and beta stages?

    the carttracks going through the lokomotive-tracks looks kinda odd
     
  8. taraph75

    taraph75 L1: Registered

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    This looks really fun. I'd like to playtest it on my server's next playtest date. It will probably be 1-2 weeks away in case you have any tweaking to do before that.
     
  9. Cinnamon Whirl

    Cinnamon Whirl L1: Registered

    Messages:
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    Ha! I always figured alpha was unplayable, beta was orange and RC1 was playable - then RC2 etc to final. My bad, I will put this as beta for the mo'.

    DaFatCat/eerieone: I will have a look at the tracks again. If I can't get them as you suggest, I may try to hide some of the wood boards with displacements or models to make it less jarring to the player.

    Dustoxx: thanks for having a look! I have thought about the extra path before, but I haven't decided on a location for it yet. Plus, the train at the start should keep Red on their toes!
    Chicken wire and cart trigger I can change, I did build cubemaps (honest) but I didn't get your cubemap errors - perhaps the two are related?
     
  10. Cinnamon Whirl

    Cinnamon Whirl L1: Registered

    Messages:
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    Positive Ratings:
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    Thankyou to everyone who tested my map! Hope it was fun :) Any comments greatly appreciated!
     
  11. Tyker

    Tyker L5: Dapper Member

    Messages:
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    Positive Ratings:
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    Screenshot 1: That ladder should be a little crooked instead of just straight up. It looks like it can fall anytime like this.
    Screenshot 2: When looking through the entire map, like on the traintrack, the drawdistance is too low. When walking, entire buildings pop up. Also, hard to see the gate open and the train coming ;)
    Screenshot 3: Build a a 3d skybox. A beta release should have that, especially on an open map like this.
    Screenshot 4&5: Leaks

    Also: A demoman or soldier is able to walk ontop/side of some buildings. And there is only 1 spawn spot, while there is a pretty big spawn room.
    Oh, and you were missing cubemaps.
    The gameplay is fun though, PL with sudden killer trains.

    And, like eerieone said, you should really rename it to an alpha, as this is just too little for a beta release. Or, if you want to stay with this layout and just go make it pretty: stay with beta.
    As I learned it:
    Alpha: Gameplay specificly. Can have textures and props, but mostly focused on gameplay/layout changes.
    Beta: No more big layout changes. Time to make the map look good.
    RC: Is this good enough for release? This is when testers will look at small things that need to be fixed.
     
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  12. Cinnamon Whirl

    Cinnamon Whirl L1: Registered

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    updated b6.

    My system for numbering seems to be quite different from everyone elses. Not to worry, though!
    I willl put this in for playtesting soon!
     
  13. J4CK8

    J4CK8 L11: Posh Member

    Messages:
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    From the playtest I think it plays ok. It needs forward spawns or shortcuts for BLU when they near the end, and also for red.

    I like the trains, but I don't think I ever saw a train on all 3 tracks. Do the trains change once a point is capped? Or am I just blind? (I'd guess the latter)

    Few bugs as mentioned in teh test. Gettign out the map, building in the gated areas etc but I'm sure all this info will come with screenshots later.
     
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  14. Cinnamon Whirl

    Cinnamon Whirl L1: Registered

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    thanks!

    All three trains are on a random timer - only at the end of setup are they all started together.
     
  15. littleedge

    aa littleedge L1111: Clipping Guru

    Messages:
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    Positive Ratings:
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    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60019.jpg
    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60014.jpg
    Leaks

    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60018.jpg
    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60017.jpg
    Playerclip your stairs so that I don't get stuck when walking beneath them.

    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60016.jpg
    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60015.jpg
    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60011.jpg
    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60010.jpg
    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60009.jpg
    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60007.jpg
    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60008.jpg
    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60003.jpg
    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60002.jpg
    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60001.jpg
    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60000.jpg
    In general, you need playerclips everywhere.

    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60004.jpg
    That sign looks weird.

    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60005.jpg
    This texture by the last point looks odd.

    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60006.jpg
    This gate closed on me when setup time ended. You should make ti so RED can go through it from their side until a point is capped, so that we don't have to walk an hour.

    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60012.jpg
    An Engineer can build behind the yellow train gates, trapping his team.

    http://dl.getdropbox.com/u/1490725/pl_locomotive_b60013.jpg
    You can shoot through the center of those yellow gates.
     
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  16. Cinnamon Whirl

    Cinnamon Whirl L1: Registered

    Messages:
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    Positive Ratings:
    6
    thanks, very helpful pics!