Panamint Springs

CTF Panamint Springs a18

Hanz

Ravin' Rabbid
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Jan 18, 2009
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Update! I think this will be one of the last alphas. :)

ctf_panamint_a15

- Fixed the overtime with help from Broken: Tripod-Turret. (Thanks!)
- Basic detailled a lot of stage 1

Screenshots:
ctf_panamint_a150005.jpg

ctf_panamint_a150004.jpg


Edit: @ Jonah, I will change the goldrush map in the next version, didn't thought about it when I was working on a15. ;)
 

Hanz

Ravin' Rabbid
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Jan 18, 2009
844
479
Bump for the testing we had a few minutes ago.

I wasn't all the time there so I don't really know how it went. So I would appreciate it if there would be some who could give me there opinion. :)

Maybe adding 1 more minute for 1 - 2 and 2 - 2 ?
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
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The small area beside RED's spawn on Stage 1 needs to go. It just gives the defending team too powerful of a position.
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
I agree with Psy. Stage one felt too hard to cap today. A heavy at the cap with a dispenser and a sentry locked the point down quite hard. Overall stage 1 is the hardest stage, which isn't really good
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Aw cmon now, a little sarcasm never hurt anyone.

But I do have a point with it as well...everytime I play this map on TF2maps.net servers, all I hear is 'looks too much like goldrush', which I suppose at this point has become an inside joke. But no one seems to acknowledge that Goldrush theme is a valid theme to use, and instead seem to be critical on stuff that's overly familiar.

If you want to be critical on stuff that's overly familiar, why not give people a hard time when they use Alpine theme? Because I've seen more Alpine themed maps than goldrush themed ones. And the rain effect as well is starting the become much too popular...I just don't think it's fair for anyone to be hard on a choice of thematic content...there are so many maps out there and the vast majority of them are using themes made by valve...it can be very difficult to maintain originality when using the same materials as everyone else.

haha I failed miserably at picking up your sarcasm *facepalm*
 

Hanz

Ravin' Rabbid
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Jan 18, 2009
844
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Ok, a bump for the 45 minutes-test we had for panamint. Please leave me all your feedback about the balancing and stuff (I don't really care about the detailling atm). Just want to make the balancing very well now.

So, post your opinion and feedback here and now! :p

Edit: A little summary about the 3 stages would be more helpfull and appreciated.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
hm..i was deffending on stage3..failed to build a SG at 1st cap so just forgot about it and started building on cap2. balcony right in front of cap seemed useless as anyone could take SG out from the side building. building in side building was also useless as it absolutely easy to take that SG out. soo more or less good spots were only on lower level. also,as thats the final stage i can suggest either to expand platform near cap2 or just increase blocking area size to include stairs. so there wont be a random cap as it was today. thats all i can say about stage3 as for now.

stage1 seemed good, but increasing time bonus for first cap to 5 minutes and making first cap easier are good ideas imo
 

Hanz

Ravin' Rabbid
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Jan 18, 2009
844
479
Gameday Bump. I think the map runs smooth now, maybe changing a few ammopacks and giving blu 1 minute more time at some parts of the map.

I'd like to have arround 3 ppl saying their opinion about the map, and the balancing over the whole map if possible. :) Thanks!
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
I don't know if it's a good or bad thing that blu managed to win twice in a row today.

Um, but the only thing I think that needs to be done is lowering the return timer during overtime (Make sure when capped it returns to 15 seconds)

The last point played pretty well, though.
 

Hanz

Ravin' Rabbid
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Jan 18, 2009
844
479
A new bump for:

1. The testing we had an hour ago. Any feedback?

2. Little detailling-progress screenshot about stage 2

ctf_panamint_a16test0004.jpg
 

Hanz

Ravin' Rabbid
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Jan 18, 2009
844
479
Pompompidom, more detailling!

ctf_panamint_a16test0008.jpg


And a few things added here:

ctf_panamint_a16test0009.jpg
 
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littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
You asked me to do it, so I did it.

Stage 1:
http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0000.jpg
All those details, the wood for support, the door, etc. are easy to get stuck on. This is found throughout the stage/map.

http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0001.jpg
Angled intel

http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0002.jpg
All your doorways are like this where the brush is black.

http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0003.jpg
Leak?

http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0004.jpg
http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0005.jpg
I can jump on the wood details you put on this wall. Playerclip needed.

http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0006.jpg
All of your fence-like brushwork needs playerclips.

http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0008.jpg
I can get stuck on those as well.

http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0009.jpg
You have a lot of places where random light appears.

http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0010.jpg
I can jump up here.

http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0011.jpg
Because I can jump up here, the windows look terrible, all lined up like that.

http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0012.jpg
The little addition to the building on the left. I tried rocket jumping up there, and I got up, but I slid right off. Try playerclipping it so I don't think I can get up there in the first place.

Stage 2:
http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0013.jpg
See that rockwall?
http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0014.jpg
Sew it up.

http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0016.jpg
See that ramp?
http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0015.jpg
Sew it up.

http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0017.jpg
Playerclip the corner.

http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0018.jpg
A ramp leads to a step? It doesn't affect movement at all, but it looks odd.

http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0019.jpg
Here's that light thing again.

http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0020.jpg
Again, your fence-things need playerclips.

Stage 3:
http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0021.jpg
This was a tough one to get up to, but I still can. Playerclip.

http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0022.jpg
The wall doesn't meet the wall.

http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0023.jpg
http://dl.getdropbox.com/u/1490725/ctf_panamint_a15a0025.jpg
Those beams look anorexic-thin, and I doubt I'm supposed to be able to walk through it. I might be able to build in it if I can walk through it (I only went though the map as Soldier).
 

Rexy

The Kwisatz Haderach
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Dec 22, 2008
1,798
2,533
http://dl.getdropbox.com/u/1490725/c...t_a15a0014.jpg
Sew it up.

Right there, you should probably add skybox texture so that players can't see over... there's not much point if you aren't going to be walking on top of that surface, and you'll save precious FPS.
 

Hanz

Ravin' Rabbid
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Jan 18, 2009
844
479
Wow. Thanks a lot littleedge, I will start watching the screen right now. :D

Edit: I fixed everything. :)
 
Last edited:

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Justa suggestion, but that area near first cap where Big rexy pointed out you should put a skybox brush, you could make a large areaportal there to improve performance.
I'm thinking this as its a pretty narrow segment near the cap point and it seems at the moment the whole stage is being rendered at once (correct me if I'm wrong :p).
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Justa suggestion, but that area near first cap where Big rexy pointed out you should put a skybox brush, you could make a large areaportal there to improve performance.
I'm thinking this as its a pretty narrow segment near the cap point and it seems at the moment the whole stage is being rendered at once (correct me if I'm wrong :p).

You're right, the whole stage is now rendered as once (except the inside buildings and etc). But I don't really know how to use areaportals outside buildings. :/
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
It's the same as inside buildings except they're outside. Don't forget that you can have areaportals made of more than 1 brush. I suggest you look at Valve's maps; Badwater in particular.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Update! :D This should be the last alpha, if there are no (main) balance issues anymore, then you'll see panamint again in beta 1. :)

ctf_panamint_a16

- Changed the ammopacks at 1-1 and 1-2 (again)
- Fixed a lot of small bugs (thanks to Littleedge to find them )
- Detailled until 2-1
- Implented new console textures by Rexy.
- Playerclipped a lot of things to not get stuck anymore
- ..