Matterhorn

Discussion in 'Map Factory' started by HojoTheGreat, Mar 22, 2009.

  1. HojoTheGreat

    HojoTheGreat L5: Dapper Member

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    CP_MATTERHORN

    5 Capture Point - Attack/Defend style map
    -----------------------------------------------------
    Alpha 11 - May 1, 2009
    Extract With 7Zip or WinRAR to:
    C:\Program Files\Steam\SteamApps\USERNAME\team fortress 2\tf\maps

    [​IMG]
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    Alpha 10 - April 22, 2009

    [​IMG]

    Alpha 9 - April 15, 2009

    [​IMG]
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    [​IMG]

    Changes:
    - Reduced the file size by over half! :D
    - Respawn times continue to be played with.
    • Default Max spawn times: Red = 20, Blue = 8
    • Max after C AND D have been captured: Red = 24, Blue = 4
    - Blue now requires an additional 2 seconds to capture
    - Capture time rewards reduced
    • A = 120 secs
    • B = 120 secs
    • C = 150 secs
    • D = 150 secs
    - Reduced the opening speed on the sewer doors after A is capped
    - Capturing E now awards Blue with 2 points
    - Extended the E room
    - Moved the D > E vent to the left and raised it
    - Added some props to the B > D path for cover
    - Added soundscapes
    - Added env_sun (not lined up however)
    - Added spectator cameras
    - Fixed a number of clipping issues

    Known issues:
    - Some clipping issues may arise, PLEASE REPORT THEM!
    - The env_sun is not lined up properly
    - The D > E circular door can get jammed, but will eventually close

    Things to do:
    - Finish final lighting
    - Continue detailing
    - Adjust spawn times as needed
    - Tinker with soundscapes

    PLEASE REPORT ANY ERRORS, GLITCHES, POOR CONSTRUCTION ETC.

    And have fun :D
     
    Last edited: May 1, 2009
  2. mtv22

    mtv22 L3: Member

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    E is pretty tough to capture with Red's spawn where it is.
     
  3. Dustoxx

    Dustoxx L6: Sharp Member

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    Turning out good! :)

    Can you move the control point in screenshot #2 some more to the middle? It looks kinda out of place because it's not in the middle and the hazzard lines are under some props.
     
  4. Shadow Monkey

    Shadow Monkey Super Monkey

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    Yes! Really good! I played it yesterday on a server! So much fun!
     
  5. HojoTheGreat

    HojoTheGreat L5: Dapper Member

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    CP E is centered with the computer consoles, but deliberately closer to them as well. Perhaps I'll try moving it more to the middle in a later version.

    I'm curious though Shadow, what server did you play on, if you remember?

    Cheers guys :)
     
  6. HojoTheGreat

    HojoTheGreat L5: Dapper Member

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    CP_MATTERHORN

    5 Capture Point - Attack/Defend style map
    -----------------------------------------------------
    Alpha 7 - March 30, 2009

    This will be the final Alpha build, pending any unforeseen problems.

    [​IMG]
    [​IMG]
    [​IMG]

    Extract to:
    C:\Program Files\Steam\SteamApps\USERNAME\team fortress 2\tf\maps

    Changes:
    - Adjusted the capture area on E
    - Added a back Sentry ledge on E
    - Reduced the size of the upper level of C
    - Detailing continues at a faster pace :)

    Known issues:
    - Standing on the lift ramp from B to the upper level while it's rising pauses it
    - Some clipping issues may arise, PLEASE REPORT THEM!
    - The main staircase my not open if multiple people stand on it. PLEASE DO NOT EXPLOIT

    Things to do:
    - Place props on C to reduce play area
    - Tweak respawn times as needed
    - Begin proper lighting
    - Detailing

    PLEASE REPORT ANY ERRORS, GLITCHES, POOR CONSTRUCTION ETC.

    And have fun :D

    Discussion Thread

    Download Thread
     
    Last edited: Mar 30, 2009
  7. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    What entity/settings is the rising staircase made with? Maybe I can figure out how to stop them from bugging. Ditto on the circledoors around E, I noticed them behaving strangely (one half closed, other open).
     
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  8. HojoTheGreat

    HojoTheGreat L5: Dapper Member

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    That would be much appreciated, thanks Booj!

    Stair Setup (Only Flag selected is Toggle):
    [​IMG]

    E Door Setup:
    [​IMG]

    Also as you'll note, I've broken the door in to two pieces, since the piece on the left is covering the actual prop door that is in a fixed position. Can anyone explain how I can simply make it so the whole door is one brush, but only opens up to the point of the second brush (that's a confusing sentence heh)?

    OH, also Boojum, if you have a created way of allowing a func_door_rotating to move with someone standing on it (ie. my platform triggered on B's capture, I'd be amazed and ecstatic heh. That one's not as big a deal however.
     
  9. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Right off I see what might cause the stair issue. Try a reset delay of -1. That will generally prevent players from inhibiting the door in any way short of actually standing between it and another object, but even then it will merely pause and wait for them to clear. This may also be the fix to your func_door_rotating. Uncheck toggle too, I don't know if it would be causing it, but it's not needed for a one-time-movement door.

    I don't see anything apparent with the E door that would've caused what I saw. For not opening the full size, use the Lip setting. It's how many units early the door should stop. (and negative can be used to make it travel past fully open, that's how a lot of simple lifts are done)
     
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  10. Dustoxx

    Dustoxx L6: Sharp Member

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    This map was so fun to play on, keep it up! :D
     
  11. GrimGriz

    GrimGriz L10: Glamorous Member

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    Here's some signage suggestions, as I found the a7 signage very confusing:

    D-side
    [​IMG]

    [​IMG]

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    C-side
    [​IMG]

    [​IMG]

    [​IMG]


    There's plenty more that I want to suggest, but it's dinnertime and I'm not sure you want to hear it...so that's all for now.
     
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  12. captainAngry

    captainAngry L7: Fancy Member

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    All and all the map was receved well last night. It has made it into our regular rotation even at a7 so you must be doing something right. I agree with grim that the signs are a bit confusing.

    [​IMG]
     
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  13. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Something in your CP logic is set up wrong. When I went uber to stand on C and block it, it wouldn't allow me to block, and blue just kept on capping. :/
     
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  14. HojoTheGreat

    HojoTheGreat L5: Dapper Member

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    Oh noes! I'll check it out and hopefully find the problem, cheers!

    Also for those who were present in today's gameday (and those who weren't :)) I would LOVE if someone could make a model for me to put in Blue's spawn in the hole in the wall.

    Turns out Cartman on South Park already had the blueprint made for me hahah, but this is basically exactly what I had in mind:
    [​IMG]
    Another reference:
    [​IMG]
    Any takers? It would be amazing and greatly appreciated!
     
  15. Sel

    Sel Banned

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    Do you have some better references?

    The blueprint is good but the other picture is too low res and blurry to make out :S
     
  16. HojoTheGreat

    HojoTheGreat L5: Dapper Member

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    Na I don't. I mean those were both from a quick google search. The key element is the big drill at the front, the rest can be referenced using tanks and other machinery, or using TF2 materials even. If you want I can do a more thorough search if you're planning on giving it a go. Let me know!
     
  17. Sel

    Sel Banned

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    I was thinking about it, but decided against it since my 3ds max skills are mediocre at best on those kind of objects. Only thing I'm good at in it is terrain and forerunner (for halo lol). [​IMG]
     
  18. Nosher

    Nosher L4: Comfortable Member

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    Certainly promise with this one, me thinks.....

    I see Grims beat me to the signage issue - like I said, if you can show signs when they are relevant, it would help a great deal - no one gives a toss where E is, when you are trying to find B ! ;)

    Just a few other things I grabbed.....

    [​IMG]

    I detest being tricked into a teleporter - I think some no build close to the spawn would be good - with a teleporter placed here, sometimes you have to be real careful or you get sucked into it!! ;) Just MHO, of course....

    [​IMG]

    What the blue thingy? Didn;t know it you knew about this....

    On the whole, I enjoyed the rounds, although being pwned as ever....

    ....and its an alpha, so expect a few teething problems - but hey! that's what test days are for, right??? ;)

    Looking forward to seeing the update :)
    Nosh.
     
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  19. HojoTheGreat

    HojoTheGreat L5: Dapper Member

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    Large screenshot update on the front page, featuring the new lighting (new complete).

    @Nosher, regarding the teleporters, is the problem that you're getting stuck on them trying to run by, or that you accidently teleport when you walk over them? The only problem with putting a nobuild in that pipe is then players tend not to see the teleporter when leaving spawn, however I'm open to trying blocking it off. Plus that would allow Red the opportunity to destroy the teleporter entrance.

    As for the "blue thingy" (lol), that's actually a prop, the sewer door that you unlocked by capping A to be more precise :p. The problem is when it moves into the wall, it becomes exposed to the skybox, thus changing the lighting to the blueish hue you see. Should be an easy fix though, cheers :)
     
  20. GrimGriz

    GrimGriz L10: Glamorous Member

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    I played this on the cC server tonight, which was a really different experience than playing it on gameday. It was 15 vs 15 at one point for one thing.

    The map seemed a little lopsided to me, especially compared to how the HUD displays. It felt much more like a:
    C - E - D
    A - - B
    than the
    - - E - -
    A B C D
    that displays.

    I have never noticed before that you don't need to cap C OR D to get to E before. I always thought that you had to cap one or the other. Is there a way to get from C to E without capping C?

    E ended up having 4 sentries inside it at least 2 of the 3 rounds we played, and the last round BLU ended up having 3 medics in the vents charging ubers. It wasn't a lot of fun TBH...I think if you opened the glass between the ballroom and E, and maybe get rid of those doors, you could have gameplay closer to the final point at dustbowl or gravelpit (aka more fun). At least in the final point at dustbowl you don't HAVE to have an uber to attack the sentries...but with the current closed-off space that E is....it seems to be either uber or spy.

    Also, when you're red and down to E as your last point, it really blow's chunks to spawn in the C-side spawn. I recommend reworking the area to give red 1 spawn rather than the current 2.
     
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