Sabotage

Sabotage b2e

Apr 19, 2009
4,460
1,724
dis.PNG

Dis
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
ctf_sabotage_b1b0010.jpg


ctf_sabotage_b1b0013.jpg


Ok, i think this does work a lot better.

The majority of the map is complete bar proper lighting and a 3d skybox. The map is fully areaportal'd and fully hint'd (as far as i can see the need for it after running a mat_wireframe session). It also has a good number of details but obviously it's not fully detailed, plus i havn't added in any spytech/detail rooms yet.

Hopefully this means fewer beta releases before completion.

Also, there are 7 uses of the novint content so far (making it contest legit). If you find them all, there are no prizes.

I'll probably release this on wednesday.
 
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Feb 14, 2008
1,051
931
Get some alpha blending going on with those displacements because they all look incredibly dull and lifeless at the current time.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Can someone tell me whether this looks right for pakratting?

I only used the 2 crates and 2 posters which you can see i selected here but i'm not sure how the directory stuff works...

PR.jpg
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
impossibler, that's nobuilded!!!!!!

I'll see if this is legitemate reason for a contest map update. I mean in actual PUG's no one would grief nor be stupid enough to fall for that. I hope...
 

VIVA LA NWO

L2: Junior Member
Apr 6, 2010
74
36
It's also missing textures on the uploaded version. Like the flag cap zones, has the red no sign, but a missing texture in the middle, if can fix that as it was confusing users.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I knew there would be one thing, fix one thing and rush to get it out only to inadvertantly cause another in that rush.

edit: Ok, missing texture fixed with a sneaky pakrat (and refreshed cubemaps). IE no compile. File size only increase ~200kb out of a total of 18,200kb incase there was any worry about duplicate cube maps taking up unnecassery space.

ctf_sabotage_b1f out now.

b2 will be the next official compile, this map is fit for PUG play provided comp players have the honour not to sit as engi inside the spawn like that (which could be done just as easily without that bug present). The bug is fixed in B2 (which is already in the works for post contest).
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Has anyone managed to play ctf_sabotage_b1f yet? I havn't had enough free time to request an impromptu yet but hopefully i can do one tomorrow for prelims. If it hasn't already been voted out.

edit: Apparently it wasn't on the server, it is now.
 
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Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
I haven't even been able to play the other beta versions due to the voting system. :\
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
So this map just got tested, unfortunately it turned out 2vs2 and leter 3vs3.

It was actually really well balanced. The back and forth was pretty much right on spot, for all classes. Snipers, demo's, heavy's and scouts performed equally well it appeared. But i kinda need actual 6vs6 testing to determine the enjoyment for competitive play. Which isn't happening because people arn't turning up...

The last version got played 4vs4 and was just as balanced, i know i enjoyed it but yea.. it's not all about my enjoyment. Or play other than 6vs6. Plus, i'm not actually getting any feedback from the people who are turning up to the tests this map has.

I wish i could assume the lack of complaints or chat ingame is people playing the map and getting immersed by the experience.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
So this map just got tested, unfortunately it turned out 2vs2 and leter 3vs3.

It was actually really well balanced. The back and forth was pretty much right on spot, for all classes. Snipers, demo's, heavy's and scouts performed equally well it appeared. But i kinda need actual 6vs6 testing to determine the enjoyment for competitive play. Which isn't happening because people arn't turning up...

The last version got played 4vs4 and was just as balanced, i know i enjoyed it but yea.. it's not all about my enjoyment. Or play other than 6vs6. Plus, i'm not actually getting any feedback from the people who are turning up to the tests this map has.

I wish i could assume the lack of complaints or chat ingame is people playing the map and getting immersed by the experience.

I'm up for a 6v6 this Friday; I don't think I've played this before, and I'd like to help out a bit.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,217
WHen i played this map it was kind of a stalemat with 1 team controlling middle and then the defenders watching the only 2 entrances to middle

That was the only time i played it and only time i've seen it be voted for. Well it wasn't voted for, i DEMANDED snacks that we play the less-played maps that day.

I assume that mid is too easy to dominate because of there being only 2 entrances to mid. And when a scout got past the defenders the only people at the cap zone were people who just spawned. Not really a place people wanted to hang out i suppose
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Was it 6vs6? The assumption was that defencive comp strategies were employed on a mobile basis. Action is intended to occur around the mobile objective with maybe a single sentry defending as a delaying tactic. Being able to collect a dropped intel should also prevent complacency in defencive strategies. Having the intel practically delivered in your lap is supposed to warrant motivation in grabbing it and capturing it in retaliation. Was this not the case?

Playing 2vs2, 3vs3 and 4vs4 showed a good back and forth gameplay and winners were determined by the team that most effectively defended the point whilst the enemy had possession of the intelligence.

I've also implemented short (6 second) spawn waves that would hopefully reduce the effectiveness of any nomans land turtling. Additionally, in order to capture the intelligence it would require a team effort incursion as otherwise an entire team now on the defencive would descend upon the capture zone through the capture zone spawn door and block the capture. At least this was the theory. Obviously this would play a little differently in more than 6vs6 none competitive play.
 
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owly-oop

im birb
aa
Apr 14, 2009
819
1,217
It was 12v12. I bet it would play drastically different in 6v6 because from what you described it relies on a mechanic that goes by losing a player. Since losing 1 player in 6v6 is a real loss, as opposed to 12v12, then what displays in a 12v12 doesn't reflect 6v6.

I need to pug this map since it does seem solid