Propane

Discussion in 'Map Factory' started by Fraz, May 25, 2010.

  1. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

    Messages:
    944
    Positive Ratings:
    564
    PROPANE (PL)
    (pl_propane_a9)

    Gametype: 3 Stage Payload
    Players: 2-24 (32 max)
    Authors: Frazer "Midget" Grant
    Contributors: Tom "zpqrei" Pritchard
    Helper: Charles "The Political Gamer" Papanek
    Custom Content:
    Thanks:
    • Blob
    • Psy
    • Icarus
    • Supersandvich
    • PC Madness
    • Muffin
    • Stickzer0
    • Boylee
    • TF2Maps.net for Impromptus/Gamedays
    • Playstuff.net for Blueprints :)
    E-mail: [url="mailto:frazer.grant@hotmail.co.uk]Here[/url]
    Version: Alpha 9
    Download: Dropbox - BSP
    Pictures: #1 #2 #3 #4 #5 #6
     
    Last edited: Jun 9, 2011
  2. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

    Messages:
    679
    Positive Ratings:
    192
    ooh, I like the detail in the 2nd pic. I'll run through it later for you
     
    • Thanks Thanks x 1
  3. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,684
    Does this mean you are going to finish a map? >.>
     
    • Thanks Thanks x 1
  4. Prestige

    aa Prestige im not gay anymore

    Messages:
    1,774
    Positive Ratings:
    1,530
    i too love the detailing in the 2nd pic. im not yet sold on the layout tho (from those pics).
    still looks very good.
     
    • Thanks Thanks x 1
  5. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

    Messages:
    944
    Positive Ratings:
    564
    Thanks much dude :)

    Possibly... Possibly...

    Thanks much, I'll need to playtest as well to see about the layout. :)
     
  6. zpqrei

    aa zpqrei Theme Changer Extraordinaire

    Messages:
    1,067
    Positive Ratings:
    1,122
  7. strangemodule

    strangemodule L5: Dapper Member

    Messages:
    223
    Positive Ratings:
    59
    Not related to the movie/comic book I take it.
     
  8. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

    Messages:
    679
    Positive Ratings:
    192
    Right, I gave it a run through. Looks good fun! Nothing game breaking as far I see it.

    Visual picky bits:

    [​IMG]
    ^Displacement seeping through a prop.

    [​IMG]
    ^Floating cart.

    [​IMG]
    ^Gap in wall.

    Player clipping:

    [​IMG]
    ^Getting stuck in this hole was a slight annoyance at the end of the round.

    [​IMG]
    ^This might get a bit annoying (I was stuck), might wanna clip it off. It'd only be a rare occurrence from FaNs / airblasts though.

    [​IMG]
    ^Maybe some angular playerclips here? Although the ability to catch enemies on them with airblast might be useful to pyros.

    [​IMG]
    ^I don't think these stairs were playerclipped.

    Gameplay:

    [​IMG]
    ^With such a good vantage point as well as a full metal pack, this sentry spot might be a bit overpowered.

    [​IMG]
    ^Also, this area felt a bit barren. Maybe needs some more rocks and bumpier ground to make it a viable route to spam at the enemy a bit for blue.

    [​IMG]
    ^This looks like it might get spammed a bit if it's the only route. Guess we'll find out on gameday

    Sightlines:

    [​IMG]
    [​IMG]
    ^Can see all the way to spawn, might wanna extend that rock a teeny bit to the right.

    [​IMG]
    [​IMG]
    ^If that's red's only spawn exit, something will have to be done.

    Keep at it, midge.
     
    • Thanks Thanks x 1
  9. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

    Messages:
    1,992
    Positive Ratings:
    1,233
    D:

    I am inherently skeptical. The amount of fun I have on maps scales inversley with the number of stages.
     
    • Thanks Thanks x 1
  10. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,684
    Clip this
    https://dl.dropbox.com/u/1276735/Pictures/Maps/hl2 2010-05-25 16-22-05-69.jpg

    Put a control point here
    https://dl.dropbox.com/u/1276735/Pictures/Maps/hl2 2010-05-25 16-22-18-75.jpg

    redo the spawn
    https://dl.dropbox.com/u/1276735/Pictures/Maps/hl2 2010-05-25 16-23-05-98.jpg

    flouting brush
    https://dl.dropbox.com/u/1276735/Pictures/Maps/hl2 2010-05-25 16-26-37-05.jpg

    add a door here...
    https://dl.dropbox.com/u/1276735/Pictures/Maps/hl2 2010-05-25 16-30-58-11.jpg

    that drops you off here on the ramp
    https://dl.dropbox.com/u/1276735/Pictures/Maps/hl2 2010-05-25 16-31-03-77.jpg

    useless space
    https://dl.dropbox.com/u/1276735/Pictures/Maps/hl2 2010-05-25 16-33-00-98.jpg
    https://dl.dropbox.com/u/1276735/Pictures/Maps/hl2 2010-05-25 16-33-04-42.jpg

    massive sight-line
    https://dl.dropbox.com/u/1276735/Pictures/Maps/hl2 2010-05-25 16-33-36-94.jpg

    dark
    https://dl.dropbox.com/u/1276735/Pictures/Maps/hl2 2010-05-25 16-34-18-82.jpg

    spamfest: add alt path!
    https://dl.dropbox.com/u/1276735/Pictures/Maps/hl2 2010-05-25 16-34-55-76.jpg
    https://dl.dropbox.com/u/1276735/Pictures/Maps/hl2 2010-05-25 16-35-42-77.jpg

    get rid of the one way door or make it BLU only
    https://dl.dropbox.com/u/1276735/Pictures/Maps/hl2 2010-05-25 16-37-28-72.jpg

    more useless space
    https://dl.dropbox.com/u/1276735/Pictures/Maps/hl2 2010-05-25 16-38-42-06.jpg

    really open
    https://dl.dropbox.com/u/1276735/Pictures/Maps/hl2 2010-05-25 16-39-54-11.jpg

    people can get stuck here
    https://dl.dropbox.com/u/1276735/Pictures/Maps/hl2 2010-05-25 16-41-05-43.jpg
     
    • Thanks Thanks x 1
  11. Prestige

    aa Prestige im not gay anymore

    Messages:
    1,774
    Positive Ratings:
    1,530
    some parts were like goldrush, take it how you want. wasnt a single scout usually
     
  12. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

    Messages:
    679
    Positive Ratings:
    192
    yeah teamwork
    high five

    oh and:

    [​IMG]
     
    • Thanks Thanks x 1
    Last edited: May 25, 2010
  13. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

    Messages:
    944
    Positive Ratings:
    564
    Thank you *very* much TPG and Bermuda. I will work tomorrow on fixing up stage 1 and two, specifically the two main spamfests and adding control points/moving them forward a bit.

    I noticed you didn't post anything about stage 3, was it pretty much fine then? I thought it was maybe too easy for blu but I dunno...

    EDIT: Quick notes on what I'm going to do for the next alpha

    • Re-do stage 1 Blu spawn area
    • Add a second point to stage one (maybe move the first one forward? would that be an option?)
    • Add doorways and make useless spaces not as useless
    • Fix clipping and sightline issues
    • Open up the major spamfest in stage 2 by adding an alternate route
    • Change the red-only door in stage 2 to a blu-only door
    • Generally make stage 1 a little easier

    I did feel however that what I had was a good general start, I think 3 stages is better for me since it lets me work in 3 defined rounds, which are smaller and easier to manage.
     
    • Thanks Thanks x 1
    Last edited: May 25, 2010
  14. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

    Messages:
    679
    Positive Ratings:
    192
    Sounds like a plan. Reminds me though, I think stage 2's final cap (I think it's stage 2: the one with the sightline to red's spawn?) seemed a tad boring to me. It looked like it could use some height variation.
     
  15. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,684
    stage 3 was too much of a roll for me to take any good notes. :E
     
  16. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

    Messages:
    944
    Positive Ratings:
    564
    Alpha 2 Released - 26th May 2010 - 17:23 GMT
    Stage 1
    • Added Ramp to left side of red spawn
    • Fixed some minor clipping issues
    • Clipped the Turbines
    • Added a doorway from a useless building to the building near the end
    • Added more health and ammo (previously I only could find 1 small hp and 1 small ammo)
    • Moved windows outside of blu's spawn down
    • Moved the point forward (I had trouble entity wise with adding a second point)
    • Major changes to the Blu Spawn area.
    • Added func_respawnroomvisualizers to where the setup gates are
    • Added a playerclip over where the cart drops into
    Stage 2
    • Added a second route for blu before where the tunnel was
    • Removed the tunnel, added cover in its place to open the area up and stop as much spam
    • Added a wall in the blu setup area to stop a sniperline seeing into the spawn doors
    • Removed the 1 way door so both teams can utalise the pathway
    • Removed the hut with full hp and ammo next to the spawn
    • Fixed some clipping errors
    • Moved the red spawn to the other side and rotated 180 degrees
    • Added func_respawnroomvisualizers to the setup gates
    • Added a playerclip over where the cart drops down into.
    Stage 3
    • No changes so far, need more testing
     
    Last edited: May 27, 2010
  17. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,684
  18. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

    Messages:
    944
    Positive Ratings:
    564
    My thoughts on the impromptu:

    • Need to do something to make the end of stage 2 more.. more... I can't think of the word, give it more "oomf"? Something like that
    • Stage 1 Still is too easily defended, maybe need to reduce red's flanking abilities and tweak the general area of that corner.
    • Stage 2 needs more work overall, whereas stage 1 needs the tweak to help aid blue in their attacking.

    So, with that in mind I think these changes would be necessary as a start.

    Just to add some more life to the point area here.
    http://dl.dropbox.com/u/841648/Propane/kickass005.jpg

    Block off this door
    http://dl.dropbox.com/u/841648/Propane/kickass006.jpg

    That would mean red have little to no acces to this flanking route, here apart from if they come to the blue side of it and run back.
    http://dl.dropbox.com/u/841648/Propane/kickass008.jpg

    This also makes that building a one way "drop down" style ledge for blu to attack, so blu have 3 defined attack routes, but red generally would have to push through the middle.
    http://dl.dropbox.com/u/841648/Propane/kickass007.jpg

    Thoughts?
     
    Last edited: Jul 5, 2010
  19. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

    Messages:
    573
    Positive Ratings:
    205
    Well "apparently" I was over-powered as Sniper, so more cover sould be nice. :)
     
  20. Psy

    aa Psy The Imp Queen

    Messages:
    1,705
    Positive Ratings:
    1,468
    For Stage 1 look at Goldrush. The first cap is right before a chokepoint which serves as RED's only means of entering the first area aside from the upper route via soldier/demo. Your map on the other hand, allows RED to move between every single area with ease and to flank the attacking team forcing BLU to be spread out all over the map having their own 1 v 1 battles instead of focusing on the objective.