PL pl_goldheistcanyon_final_ V9

Blue Team is tyring to steal red's gold - can red team stop them?

  1. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    pl_goldheistcanyon_final_ - Blue Team is tyring to steal red's gold - can red team stop them?

    Been a long time since I did anything with this map. Could not find my old link anywhere.

    It used to be 4 stages and is now 3.
    Major work done all around.

    Enjoy!

    Please feel free to comment :)
     
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  2. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Ok there was a v5 but after another 32 player multi test I made some more changes based on the feedback - so here is V6

    Stage 1
    - added in more time for blue as they were having a hard time getting cart to top of trellis
    - fixed missing stairs in red spawm
    - fixed missing texture - red spawn
    - fix roof over blue spawn exit where red could camp

    Stage 2
    - added in light red spawn room
    - raised kill trigger on blast furnace to stop players from getting trapped in there
    - deactivate red door to old spawn room to keep them from getting killed
    - fixed a hol in the map
    - made three of the doors (to ravine exterior) blue only to help keep red from geting into the warehouse so easily
    - fixed a blue door trigger to keep blue from running around in circles
    - clipped the two water towers
    - changed a shack model so blue can go inside it

    Stage 3
    - Raised the skybox at the request of players

    Read the rest of this update entry...
     
  3. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    After some more game play on a 32 player server I have made some more modifications:

    Stage 1
    - changed choke point arch into a building structure to allow an alternate flanking path in the same location
    - changed / modified center arch near red's final spot and cart path (minor change) to cut down sight line and make it easier for blue to push the archway - they now have some more cover.
    - modified red sniper tower so they can't hide in doorways as much, the new flanking route will allow blue snipers to counter snipe more as red team snipers will now have to cover multiple angles instead of just focusing aim to specific locations.

    Stage 2
    - split part of blue's mid point spawn to divide red's pressure on blue middle spawns, blue can now attack red's final spawn more directly from another angle and take some of the pressure off their mid point.

    Read the rest of this update entry...
     
  4. Kobolite

    Kobolite L7: Fancy Member

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  5. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    After another couple of 32 player matches, I made another change to blue's mid point spawn in the 2nd stage stage to put more pressure on red and to counter them into a more defensive position.

    Got the "Your gonna die" death trigger working properly. Basically I have a health kit and an ammo kit in a spot that clearly says - "do not enter" on it. I'm teaching people to read - lol

    Added in a directional arrow for blue in the lake cave to give them a bettet indication that a new alternate path has opened up for them.

    Read the rest of this update entry...
     
  6. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Hmmmm - can anyone give me any suggestions on what to do with the second stage - outdoor canyon area(inside section is working great). It seems like red (especially jumping classes) continue to harass the blue team too easily at their spawn points.

    I've been thinking about:
    - removing stairs to cliff where camper is (stops red non-jumpers from accessing the high ground period)
    - building a new structure near the camper that blue can take and hold?
    - removing the lower cliff ledge (under the camper side)
    - doing something similar to the ledge on the opposite side
    - maybe adding in some higher cliffs/obsticles/arches to restrict the jumpers more in flight - the gang that I play with love the maps I do because they can go almost anywhere but in this case the jumping is becoming a little to easy for the red team.
     
  7. Mikroscopic

    aa Mikroscopic

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    I've played this map a few times on the FITH server, and I think there are some interesting things in here that I like. That being said I think there are a few significant issues based on my experience playing.

    1) The layout of the map is very unclear. Even with many signs and arrows, players still get lost trying to find the objective. The map itself should be what guides players in the right direction; arrows should only be used to reassure players that they're going the right way.

    2) The map varies quite extremely between either very claustrophobic or very wide and open. Generally in TF2 you want gameplay spaces to be open enough for combat to take place, but not too open where snipers become overpowered. Some areas in the map have a lot of narrow passageways, tight rooms, and low ceilings. I felt that most of the staircases and walkways were way too tight and difficult to navigate. See this spot for example:

    [​IMG]

    This corridor is irritating to just walk through, let alone having to fight in it!

    Other parts of the map, however, have huge spaces where snipers dominate. Look at this:

    [​IMG]

    Snipers standing here have a clear view of practically the entire stage, and are so far away from the players down below that there is no clear path to reach them. They are pretty much completely safe from anything other than other snipers. These two examples are by far not the only areas with these issues.

    3) This map is DARK! Seriously, put some more lights in this map! There are too many places where you can't even tell what team someone's on (really, any places like these is too many). This makes the problem with snipers even worse when you can barely even see them.

    [​IMG]
     
  8. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Thanks for the report - yep have been playing it at FITH and making changes based on gameplay. The unfortunate part is that it has 'final' in the name. It was final 2+ years ago, but then I found out that they were playing it regularly on FITH so I decided to update/improve it for them.

    The top image is something completely new to help out blue and the choke point (they were having a real hard time of it there) I'll look into changing it more when/if I get the chance(new job).

    2nd shot - yep I modified part of that area, unfortunately for the worse the sniper cover got lowered and forgot to change stuff back - will fix it up.

    3rd shot - lights ads onto entity counts and I'm floating currently about 1159 - 1600 crashes the map need to leave room for bullets/bombs maybe I'll put in a window behind the scouts back (no sniper access).

    Thanks again.