CP pass_timber_valley

Discussion in 'Map Factory' started by Vert, Aug 25, 2015.

  1. Vert

    Vert L1: Registered

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    Hello. One day i opened tf2 and saw that there was a new gamemode; PASS_time. So, i hopped on a server and starting playing. Then I saw the map, warehouse. Seeing the absurd sightlines, sentry spots, and height variations I slowly went insane. When I woke up the next day I opened hammer and started this map to make PASS time enjoyable. After a few days, pass_timber_valley was created, and here it is, for you all to enjoy, so you can actually have fun with PASS_time.

    tl;dr: Warehouse isn't fun so I made a simplified PASS map.



    The site says it's a CP map becuase it had a few too many drinks last night.
     
    Last edited: Aug 28, 2015
  2. LeNitrous

    LeNitrous L2: Junior Member

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    So... when will the site support PASS maps?
     
  3. Muddy

    Server Staff Muddy Muddy

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    When we give the site admins a good old kick up the PASS.

    (In all seriousness, presumably after the big site migration)
     
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  4. JMaxchill

    JMaxchill L5: Dapper Member

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    Ok, I downloaded this and had a look around:
    * Spectator cams. Put 'em in
    * Invisible clipping. I get that players shouldn't be up there, but it's counter-intuitive that the ball can't go over that: http://imgur.com/FWoyUXe
    * Really really dark spots: http://imgur.com/s9kLa46 and http://imgur.com/X1QILws
    * Dark and unused spot (maybe small healtho and ammo?): http://imgur.com/Kur7AR0
    * Sightline, but more importantly ball line: http://imgur.com/aYsujIl
    * Random empty spot: http://imgur.com/V7Om5uH
    * Sightline: http://imgur.com/mUuMlHP
    * Another sightline, right to spawn: http://imgur.com/WNH0bcQ

    Overall, I liked the map, but most of it feels overscaled - especially the yards. Spawn felt cramped, though, (possibly because you had everything the same colour) and the mid was a bit small. I recommend widening the exits (possibly adding another at the same level the ball lands at) and shrinking the yards. Other than that, great work :D
     
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  5. Vert

    Vert L1: Registered

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    Dangit, I always forget spec cams. I guess i forgot because you get the ball cam anyways

    http://imgur.com/FWoyUXe Didn't use invisible to clip. The ball reacts to playerclip on its own. It's just harder to tell on warehouse because you can stand on the buildings, and the boundaries are higher up.

    http://imgur.com/s9kLa46 I'll fill up those dark spots with props later.

    http://imgur.com/Kur7AR0 Props here too.

    http://imgur.com/aYsujIl Sightline I'll fix, ball makes no difference because you can throw it over, and you can't throw nearly that far anyways.

    http://imgur.com/V7Om5uH Meant to be an out-of-bounds area filled with props in the beta stages.

    http://imgur.com/mUuMlHP That's a bad sightline. hm.

    http://imgur.com/WNH0bcQ Not worried about the last sightline, as that area is where the defending team is meant to stay.

    For the scaling issue, I timed running from the goals to mid on this map and warehouse, difference is about one second longer, so im not terribly worried. Jump pads speed things up though, so I'm not worried about travel times. Yes mid is tiny. I see that now.

    Anyways, thank you very much for the feedback, I'll make an _a1a before the next gameday!
     
  6. JMaxchill

    JMaxchill L5: Dapper Member

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    The playerclip is invisible, though - that's what I meant. I would suggest raising anything like that to a similar height to warehouse, so people know they can't go there or throw over it.

    Personally, I would prefer it if you left them empty (maybe health and ammo) and put in a light of some sort to brighten it up. Maybe a few props, but filling up the whole area would be overkill

    Maybe add something in the middle of the yard to block sightlines and add another gameplay feature, like a shipping crate.

    I haven't played much passtime, but I'm willing to bet that defenders will either go for the ball or the goal, meaning they're not gonna be in that building unless they're going through it. That sightline leads straight to their spawn, too, meaning a good sniper could basically get people off the goal and stop anyone else going there.
     
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  7. Vert

    Vert L1: Registered

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    Raised the building.

    I've lightened it up, and added another jump pad there.

    More metal barriers added.

    That corner is the only place the defenders have a lot of metal, so it's meant to be their main sentry spot. I highly doubt snipers will want to stand near there. Even if, the defenders have another spawn door, and a window now too.
     
  8. worMatty

    aa worMatty Repacking Evangelist

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    I take issue with your attitude about Warehouse. You can't just say "It sucks," without giving good reasons. You know that's someone else's work you are writing off? Regardless if it's Valve-branded, someone or some people put time and thought in to it, and are probably proud of what they made. No one here would tell you your work sucks, they would provide constructive criticism.
     
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  9. Vert

    Vert L1: Registered

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    Noted, and fixed. Thank you for pointing out my harsh attitude.
     
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