PL Redstone [Deleted]

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FortyTwo

L2: Junior Member
Mar 5, 2016
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Redstone - PL map with CP gate in each checkpoint

Redstone is a single stage PL map with 4 points, but with a twist! In first three checkpoints there's a gate in the way. Blu team need to capture the CP next to it in order to open the gate and to continue pushing the cart!

An entry to Asymertic 2: Asymertic Boogaloo, collaboration between @Nuke and @epicfighter4242

@Nuke - Idea Author and 40% layout
@epicfighter4242 - Logic and 60% layout
 
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Nuke

L4: Comfortable Member
Jul 5, 2016
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Sometimes i honestly this wasnt worse it:

20:26 - Spook: also i think in-order
20:26 - Spook: is w/o "-"
20:26 - Spook: and space instead
///INTERMISSION///
20:32 - Spook: in-order spelt w/o that "-"
20:32 - Spook: its 2 separate words
20:32 - Spook: just checked in googel
20:32 - epicfighter4242: done
///INTERMISSION///
20:35 - epicfighter4242: updated
20:36 - Spook: :steamfacepalm:
20:36 - Spook: in order to
20:36 - Spook: not inorder to
20:36 - Spook: i feel like a school teacher atm
20:36 - epicfighter4242: why am i so bad at it
20:37 - Spook: epic, how many times you can spell words "in order to" incorrectly
20:37 - epicfighter4242: in order to
20:37 - epicfighter4242: in order io

And at this point i was rofl-ing all over the room cause IO.
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
- Added window in BLU 1st spawn
- Added more height variation on A
- Added a bit of water on A
- Added new flank from in A to B, locked till A CP cap
- Re-layouted B to C connector
- Added new room in B to C connector
- Changed forward spawn
- Decreased BLU spawn time in general
- Decreased time awarded on caps, starting time and maximal time

Read the rest of this update entry...
 

FortyTwo

L2: Junior Member
Mar 5, 2016
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It's fairly cramp I gotta say, I might've to make the whole room or paths bigger. Also the CP and PL should've really been in the separate area, probably will change in the future version
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
More than half the screenshots are under the darkness threshold of tf2 somewhat. I mean, do something.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
If you want to be understood, put effort in being understood please
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
More than half the screenshots are under the darkness threshold of tf2 somewhat. I mean, do something.

Those pictures is a1, a2 have some areas changed into outside and some lights improvements. Also lights isn't really a big deal in alpha stage as long as you can still see the map.

Most of the areas is mean't to be in the cave so that's why you see a lot of indoor areas
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
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<we are so sorry for breaking it once please dont blame our lazy asses> (c) My mind
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
A2a Feedback Lookback:
(Sorry for those who i can't "@")

Derpy Heavy - bomb dosent go in pit

Fixed
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@RodionJenga - some brushes/textures aren't showing up through the door from sufficiently inside spawn
@Don'tAsk4470 - fix area portals
])oo]v[ - portals seem fucked from here

Fixed
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@Muddy - i left spawn as red and i ended up going straight to the last point
@Muddy - it's easy to be sent this way when leaving my forward spawn as blu
@Erk - more signs to show me where to go would be coolio
@HolySnickerPuffs - Some signs would be nice, so we know where to go

In process
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@RodionJenga - cp didn't change skin

Fixed
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@HolySnickerPuffs - The model for this capture point is way too far into the rock. Move it up a bit

It's a smaller cap from doomsday and its just right enough high so it won't float in air. It's intended to be that small, so it actually fits on that small spire.
Rejected
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@HolySnickerPuffs - Try making this deathpit half as deep as it currently is

Fixed
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@HolySnickerPuffs - map interiors are dark
A spooky Wallaby - maybe add some more light or make the lights brighter
@Muddy - the interiors in this map are very dark, hard to fight in
@Erk - little bit dark here
@HolySnickerPuffs - Map is WAAAAY too dark in the interior areas, and too bright in the exterior areas
@Muddy - the outdoor brightness is fine, it's just the indoor areas that need some serious brightening up

In process
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@HolySnickerPuffs - this is water? It's very hard to tell

Fixed
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@Erk - Bit too many turbines over here
@HolySnickerPuffs - Some serious prop spam here. Try using the 'mining generator' models (they're shorter versions of these ones)

Fixed
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Derpy Heavy - use setup gates instead of slidng doors

Fixed
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@Muddy - what's this door for? pointless

Fixed
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@HolySnickerPuffs - Prop has ungly shadows, disable them
@HolySnickerPuffs - Disabling the shadow on this prop will make it look much nicer

Fixed
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@RodionJenga - at some point turn off shaddows on the tracks,..

Fixed
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@HolySnickerPuffs - Can you apply a nobuild over the tracks?

Path might change, but it's a neato idea that miiight or miiight not get in beta stage.
Rejected
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@HolySnickerPuffs - Make this a metal grate texture

Fixed
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@Muddy - this height variation is insaaaaane, you might wanna tone that down
@HolySnickerPuffs - I like the height variation between B and C, but it's a bit too much in my opinion. Try shortening it by 192-256hu

Fixed
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@Muddy - 30 second respawn time is never okay

In process
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@HolySnickerPuffs - Map NEEDS forward spawns for BLU

In process
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@14bit - It would be nice to have a visual indication of capture progress that is visible from many locations

HUD refuses to work with CP/PL mix. If any-one out there has any valid ideas, we'd take them.
Looking for help
 
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FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
Gameplay changes:
- Altered side door on C. Now open 24/7 before CP C cap, closed 24/7 afterwards
- Altered the spawn times (again)
- Reworked the B-C connector area (again)
- Added dynamical prop signage for those who can't afford overlay signage that was on map
- Added additional forward spawn for BLU, located on A point, activated after CP B cap
- Changed shutter doors on 1st BLU spawn to setup gates (they work like doors, e.g. close/open 2-side)
- Decreased depth of death pit on C

Optimisation/Decoration changes:
- Now A/B/C/Payload signs in their areas change team colours on needed capture
- Increased brightness of all indoor lights
- Decreased the turbine props on last point
- Repainted last
- Aligned textures all over the map to 128x128 grid
- Removed some buggy shadows
- Made better metal grade on stairs from CP C to battlements

Gameplay fixes:
- Fixed cart not falling into final pit
- Fixed areaportal bugs on A gate and last spawnroom's doors
- Fixed Capture Point C not changing color upon cap

Read the rest of this update entry...
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
A3 Feedlookback

[PSA] First, before i start blaming everyone out there, we won't take any gameplay (detailing, errors, un-obvious layout, etc are still fine) feedback from tests that have very low amount of people. Redstone is quite large map, suited probably for atleast 9 players on each team for it being "balanced" without enforcing any class/weapon bans/limits. [/PSA]
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@Muddy - why does this door not open anymore? it used to open... now it doesn't
Mamabear Redgrove - is this door supposed to open? / this door doesnt seem to open.

A3 Changelog: "- Altered side door on C. Now open 24/7 before CP C cap, closed 24/7 afterwards"
We'll do something to indicate it more obviously in-game.
In process
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@AsG_Alligator - sed deathpit trigger under C to zero force

In process
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@Dissonant Harmony - kinda hard to find my way out of red's second spawn

Gotta add moar signage and change some to BLU skin 24/7
In process
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@Yrr - all the open air is to the right so it looks like thats the way youre meant to go

Damn you misleading world geometry! I might just slap a wall on that right side of midspawn tbh.
In process
 
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FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
- Made side door on C more obvious
- Added more signage all over the map
- Now CPs glow when they are active and payload doesn't
- Reworked midspawn to make players go in appropiriate direction
- Removed the physical force from C and D deathpits for sake of non-flying ragdolls
- Added cubemaps

Read the rest of this update entry...
 

Muddy

Muddy
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Sep 5, 2014
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It feels like every new version of this map is exactly the same as the last version. All the major issues that are repeatedly pointed out aren't being fixed, so as a result, nothing changes. If you want to improve this map, you need to make some bigger changes than just "added more signs" and "added a door".
 
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Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
It feels like every new version of this map is exactly the same as the last version. All the major issues that are repeatedly pointed out aren't being fixed, so as a result, nothing changes. If you want to improve this map, you need to make some bigger changes than just "added more signs" and "added a door".

We cant make changes cause no actual useful feedback gets in from ~10 people 1 round tests. All we get are technical/cosmetical issues from feedback that just instantly fall into eyes. To actually see where root of problem in certain layout areas we need normal tests, not what a3 (and a bit of a4) were. With this feedback we can make small quick patches, but that wouldn't solve the problem, just make it less noticeable, and in our eyes, it's not worth it.

A5 in "nearbiest time". We can try something, but if it goes wrong, we were on edge of a knife. Sorry to dissapoint in forward.
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
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We cant make changes cause no actual useful feedback gets in from ~10 people 1 round tests. All we get are technical/cosmetical issues from feedback that just instantly fall into eyes. To actually see where root of problem in certain layout areas we need normal tests, not what a3 (and a bit of a4) were. With this feedback we can make small quick patches, but that wouldn't solve the problem, just make it less noticeable, and in our eyes, it's not worth it.

A5 in "nearbiest time". We can try something, but if it goes wrong, we were on edge of a knife. Sorry to dissapoint in forward.
You got plenty of feedback in version a2a, and a lot of it has been completely ignored. Things including the ridiculous height variation, dodgy map flow, and the control points being little more than a gimmick added for the sake of gimmicks, as well as the thoroughly eye-searing HDR. I'm not sure why I should be playtesting this map when each version doesn't fix the major issues present since a2a, and there are other maps that haven't been run before.
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
- When any 3 PL is capped, the map forces all dead red team to re-spawn
- One of the AB connector is changed into 1 way for red team, after A is capped, it then 24/7 close.
- Improved red's defence at B CP and last area
- PL cart at BC connector now no longer goes inside the water
- C CP is now in the hanging floor, started at the far top. When C PL is capped the floor then goes down to the usual place
- Reduced the sun brightness

Read the rest of this update entry...
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
- Changed the A CP prop from badlands into solid blocks
- Moved one of the AB connector entrance closer to A area
- Completely redesigned BC connector / area
- Added new flank underneath C CP
- Moved/Rotated the entire D area
- Added new flank in D area for blu
- Splits up the Red's last spawn into two

Read the rest of this update entry...
 
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