New File Added: CTF_VILLAGE_BETA1

Discussion in 'Maps' started by Mundinator, Jan 4, 2008.

  1. Mundinator

    Mundinator Guest

    Positive Ratings:
    0
    Downloads: A new file has been added by Mundinator:

    CTF_VILLAGE_BETA1

    This is a small, tight map intended to encourage massive carnage in the middle (on the bridge). Many sniper and turret locations possible here. Battles should be decided quickly OR well positioned teams may need to hunker down for a long fight full of gibblets galore. Beta testing will see if this holds true.
     
  2. Mundinator

    Mundinator Guest

    Positive Ratings:
    0
  3. Mundinator

    Mundinator Guest

    Positive Ratings:
    0
  4. TheBladeRoden

    TheBladeRoden L7: Fancy Member

    Messages:
    491
    Positive Ratings:
    167
    Hello, and welcome. THis is the first I've seen of a residential zone map.
     
  5. Paria

    Paria L5: Dapper Member

    Messages:
    202
    Positive Ratings:
    31
    just had a little run around it on my server - not too sure how its going to play out - im looking to get a game going later today but my first fear is sniper heaven in the main area, some nice spots for engies to set up offensively so it will be interesting to see just how it plays out, found a visual bug which ive included below,

    jumping on top the the slding door roof makes a shadow of the door appear through the wall. and obviously opens it too ;)

    the spawns room could do with a little more detail as they look a little bland now - and its the first impression you get of a map once you d/l it - also the water area in the middle could do with some work, to make it look more fitting - the buildings in the distance help but for me dont quite pull of that polished feel,

    the insides of the house could do with some more details as they appear a little bland inside, and maybe some navigation signs - alsthough the map is pretty easy to learn, but certianly the capure points could be more obvious - first thought for me as player is to take it to where the other briefcase is ala 2fort.

    Anyway without having played it extensively with other players yet thats all the criticism i can offer :)
     
    Last edited: Jan 5, 2008
  6. Paria

    Paria L5: Dapper Member

    Messages:
    202
    Positive Ratings:
    31
    had a full playtest on it - taken it out of rotation for now - spawn room doors bug at some point meaning the entire team become stuck in there :)

    other things - frame rate is bad in places once the map is busy, teleport entrances are placeable inside spawn - not good

    demoman/soldier can get underneath the map by rocket jumping onto the building and then falling thru them.

    Apart from those niggles it didnt play too badly ;)
     
  7. Mundinator

    Mundinator Guest

    Positive Ratings:
    0
    HUGE thanks guys. I was only able to do some very limited testing with two friends, so this helps a bunch!

    I know about the lack of detail in some areas. I wanted to get the map out the door and tested before I went an polished the hell out of an area that needed to be torn down and redone for gameplay reasons.

    Again, huge thanks...I am going to sit back for a few days and let some feedback pile up before I tweak things.

    Not sure what happened with the spawn doors...they work fine on every test I have done. I'll see what I can find.
     
  8. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,745
    Looks pretty good, I think you have some HL2 textures in there, make sure you swap those out for TF2 ones pretty sharpish and everyone will love you.

    About the doors, make sure the trigger for them has the open and close output set to onStartTouchAll and onCloseTouchAll. that way it won't ever close if there are still people near it.
     
  9. Mundinator

    Mundinator Guest

    Positive Ratings:
    0
    Ah...thanks Youme. I'll add that to my list of things to fix.

    Did you just run your own server or did you play on a hosted one?
     
  10. Mundinator

    Mundinator Guest

    Positive Ratings:
    0
    Ok, figured out the door problem. The Valve SDK Reference did not say to set the Delay Before Close to -1. Anything other than -1 can lead to griefing. I updated the Valve Wiki to reflect this oversight. Hopes this helps others too!
     
  11. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,745
    Ah but of course! Such a simple thing to over look too.

    Good man :)