Saints

Discussion in 'Map Factory' started by GMijango, Sep 2, 2009.

  1. GMijango

    GMijango L1: Registered

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    Crevice

    cp_crevice_b4

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    2 CP A/D map

    This map has been through a few name/game play iterations, but I'm sticking with this game type now, although perhaps not the name.
    New version:

    cp_crevice_b4: http://www.fpsbanana.com/maps/132195

    TODO:

    Detailing
    Rework some textures
     
    Last edited: Apr 17, 2010
  2. The Political Gamer

    aa The Political Gamer

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    Ohhh I loved this map in DoD!
     
  3. Zwiffle

    Zwiffle L6: Sharp Member

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    Hey I never played Saint on DoD or if I did I don't remember. Is this an attack/defend style cp map or just a regular cp map? It looks fairly asymmetrical, which could be pretty neat for a regular cp map, or maybe I'm just misreading the layout?

    Anyhoo some of the details looks kind of odd in the screen shots - like the giant chickenwire fence around the trees can be removed and replaced with the regular fence that you have sitting on top of it, the ... 20 windows in screen shot 4, the arch in screen shot 2 looks a bit weak right now, etc. I know you still have to do finalizing on details and such, but I feel overall the details could be a little more refined/simplified. (20 windows!)
     
  4. GMijango

    GMijango L1: Registered

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    white is spawns
    Green is Caps
    Red is main route
    Pink is alt main route
    Orange is water route
    Blue is connecting routes.

    looks like i missed a connecting route from 2nd water route, but you get the picture.

    Everything else you've said had been noted and will probably be changed.
     
  5. Lazy Eskimo

    Lazy Eskimo L2: Junior Member

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    No symmetry?
     
  6. tarmo-

    tarmo- L3: Member

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    Do not rape the map then. Saints was excellent map in DoD, played it competetive in teams like division wiking and HIID against other high tier teams. Hope that your map works properly in competetive setting like it used to! Though there is a flaw which may prevent it to get into comp. tournaments or pugs... its not symmetric. In DoD we played 15minute rounds, then change teams. In TF2, we play 30minutes with the same team. I really hope you solve this "problem"...

    EDIT: just had a runthrough on it... map seems... really small and it took a while to recognize the map ;o it feels a lot smaller than it used to be in DoD. Also, as I already mentioned that its not symmetric, it gives other team serious advantages over one team. Like medipack (even if its small) at the middle etc etc etc. You should reconsider things, even when its a remake of a old map. But thats just my opinion..
     
    Last edited: Sep 2, 2009
  7. GMijango

    GMijango L1: Registered

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    I also used to play DoD competitively, saints being our favoured map.
    The map has elements of symmetry.
    It's not perfectly symmetrical because that would remove certain features.
    ie broken bridge route.

    health placement/ammo placement is entirely temporary and is being fixed right now.

    If you look at the image i've mspainted up with my mad skillz.

    The red route is the main route, which is rotationally symmetrical, like badlands.
    The water route (orange) much the same.

    The problems with symmetry come from the Pink route.
    however removing it removes one of the main elements from the original map.

    Having it playtested/looked at now in order to try to balance it up and see how it works. if need be, ill add a 3rd entrance into the blue factory probably coming up from the water, but i think that might make it more unbalance toward red.

    It is a bit small, I'm considering going with 3 CPs and using some DoD based scoring, awarding points for each cap held while time goes on, that would mean the removal of a full cap though.

    1 point per cap per minute. Something along those lines. Will see how it goes.
     
  8. tarmo-

    tarmo- L3: Member

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    You could consider changing the name, even if it is saints "copy". The original author died and would be great if you could just leave the name "saints" to rest in peace... Think that is the reason why DoD :S version is santos (different author)..
     
    Last edited: Sep 4, 2009
  9. GMijango

    GMijango L1: Registered

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    Fixed some stuff:
    B3:
    Fixed spawn times
    Fixed cap times
    Removed fence and replaced with simple barb wire fence
    improved performance
    Added few details
    Removed some windows from Red factory
    Fix fade out on some models

    I'll consider the name change.
     
  10. GMijango

    GMijango L1: Registered

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    I've made a variation of the map, with a new gameplay mode

    This is a variation on DOM mode
    Take and Hold:
    1 Red home cap
    1 Blu home cap
    1 Neutral Cap

    Fast capping and cap in any order.
    Points are awarded to the team who owns a point when the timer triggers.
    Points are awarded at:
    30 second intervals for home caps
    45 second intervals for neutral cap

    1st to 16 (temp number) or team with most points when time runs out wins, stalemate if points are equal.
    4 rounds, teams switch on round win, 5 minute rounds.

    http://forums.tf2maps.net/downloads.php?do=file&id=2543

    I think this fits the map better than the 5 CPs, few bug fixes with the map in general in there aswell.
     
  11. GMijango

    GMijango L1: Registered

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    After a break, I've come back to this map, changed the name and gametype and made a few changes to the map, the layout remains mostly unchanged, I've made changes based on feedback received before from various sources.

    Most of the changes are inside the Blue factory, moving of spawn and redoing the interior layout, however there is a change or 2 tow the red factory, new spawn exit and some detailing
    Redone the central bridge, looks better now.

    http://www.fpsbanana.com/maps/131281
     
  12. GMijango

    GMijango L1: Registered

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  13. GMijango

    GMijango L1: Registered

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    New version:

    cp_crevice_b4: http://www.fpsbanana.com/maps/132195

    B4:

    Fixed Spawn times, done right this time.
    changed Cap time of B
    Some minor detailing
    Fixed alpha painting in a few spots
    Fixed displacement errors
    Changed textures here and there
    Few lighting changes
    Moved ammo/health pickups


    few screenshots of the changed areas.
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