Outback rc4

By S.W.A.T.Y

  1. S.W.A.T.Y

    S.W.A.T.Y Banned

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    I was thinking of making this a door so people would avoid spamming and would most likely fix the problem that people have with capping the point.

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  2. Sgt.Sausage

    Sgt.Sausage L7: Fancy Member

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    What point is that on ^^. I dont recognize it for some reason. I am guessing first?
     
  3. S.W.A.T.Y

    S.W.A.T.Y Banned

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    [​IMG]
     
  4. Sgt.Sausage

    Sgt.Sausage L7: Fancy Member

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    thanks, i actually like that idea, would it go into the window room with 1 way door or what?

    Dont get rid of the bridge side route though
     
  5. S.W.A.T.Y

    S.W.A.T.Y Banned

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    yeah, it would go into the room that has those 2 windows and that 1 way door. Im keeping the bridge. Making this door that will get you to that room with the windows will help a lot and there won't be as much spam as before in that corner trying to get the sentry guns.
     
  6. Sgt.Sausage

    Sgt.Sausage L7: Fancy Member

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    That will make it alot easier for blu to push to the safety of that room especially medics) because of the spam on the bridge factor.

    Sounds good
     
  7. S.W.A.T.Y

    S.W.A.T.Y Banned

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    I was thinking of moving the point a bit back since its hard to cap for blue because of the long distance. So what do you think if I move the point here?

    [​IMG]
     
  8. Sgt.Sausage

    Sgt.Sausage L7: Fancy Member

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    hmm, Not sure how big of a problem it is i havent noticed, but give it a try it would make sense with the layout of the map.
     
  9. absurdistof

    aa absurdistof

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    However doing that would destroy red teams chokepoint advantage, because the new cap is well before the chokepoint.
     
  10. Sgt.Sausage

    Sgt.Sausage L7: Fancy Member

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    That was my thought as well, plus i havent had trouble their as blu to often so dont think it is necessary from what i have scene.
     
  11. Wegason

    Wegason L4: Comfortable Member

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    It's not that great a problem in my opinion, having the cap point below the arch is aesthetically pleasing and requires Blue to use both routes to attack.
     
  12. Manta_firefly

    Manta_firefly L1: Registered

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    All very well and good, but it is the first point of the map, it shouldn't really be feasible for red to hold it unless the teams are way imbalanced. It's not just the red chokepoint that gives it the advantage, it's that there's no cubbyhole or location of decent cover on Blu's side of the choke for them to set up or recover, even dustbowl stage 3-1 has this.

    Moving the CP back isn't the only solution, but that place does need to be improved in terms of giving blu some advantage over what they have now.
     
  13. Wegason

    Wegason L4: Comfortable Member

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    An argument could be made to move it back halfway between where it is now and where the arrow is pointing I suppose.
     
  14. Manta_firefly

    Manta_firefly L1: Registered

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    Had another play on this map, and I think I've nailed the problem of the last cap.

    Basically, it looks like the fight for final cap was designed to take place on the trench-like section just after cap C. But I've yet to see a conflict occur here where RED makes any real stand. Probably because it's an awkward area for RED to get to but there's plenty of staircases near BLU's side and on the tracks to give them the height advantage. Plus there's no real time for red to respawn (at the final spawn) and set up at this trench before BLU's bomb cart parade marches in.

    This only really identifies the problem, the solution seems much less obvious to me.
     
  15. S.W.A.T.Y

    S.W.A.T.Y Banned

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    I think I will just open that up for a door in rc4 and be done with outback after this. I'll try to releasing it sometime this week.

    RC3 to RC4 Changes:

    -Fixed some player clipping problems around the map
    -Disabled collision on some props to avoid players getting on them.
    -Fixed some brush work problems.
    -More optimization using hints/skips
    -Fixed some displacements popping out.
    -Made the one way door at the last point both way door to make it easy for blue to attack red team.
    -Made a door at the very last part of the map to avoid spamming.
     
    • Thanks Thanks x 1
  16. takk¥u

    takk¥u L2: Junior Member

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  17. S.W.A.T.Y

    S.W.A.T.Y Banned

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    rc4 should be out either late tonight or tomorrow.
     
    Last edited: Nov 15, 2009
  18. S.W.A.T.Y

    S.W.A.T.Y Banned

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    RC4 is finally out, this is pretty much final, I'm not releasing any more versions of Outback, I feel like Outback is perfect now.

    Download
    http://forums.tf2maps.net/showthread.php?t=7715



    RC3 to RC4 Changes:

    -Fixed some player clipping problems around the map
    -Disabled collision on some props to avoid players getting on them.
    -Fixed some brush work problems.
    -More optimization using hints/skips
    -Fixed some displacements popping out.
    -Made the one way door at the last point both way door to make it easy for blue to attack red team.
    -Added another route to last point.
     
    • Thanks Thanks x 1
  19. takk¥u

    takk¥u L2: Junior Member

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    Great :thumbup1:
    Can't wait to see your next Project ;) (after reelfoot)
     
    Last edited: Nov 16, 2009
  20. Engineer

    aa Engineer

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    I hope the next project wont be Beta straight away :blink: