silofall

Discussion in 'Map Factory' started by HoundDawg, May 4, 2009.

  1. HoundDawg

    HoundDawg L1: Registered

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    Alpha 1 Release is now available for play testing the gameplay. There is no lighting added yet (so no RAD), nor any displacements or any other details. This release is purely to test the vertical gameplay to see what adjustments are needed.

    There are a set of experimental transport tubes that Red has been developing to help get to the various stages of the missile silo, so use at your own risk. Red engineers found that elevators moved too slow and fellow team members often found themselves stuck in elevator floors while going up. So, these new transport tubes are currently under testing at this silo facility.

    A2 UPDATE: I'm updating the screenshots to show progress made with lighting being added into the map. It's not ready for release yet, this is just a screenshot update for now. :)
     
    Last edited by a moderator: May 18, 2009
  2. Dustoxx

    Dustoxx L6: Sharp Member

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    Do you got any pics?
     
  3. Hanz

    aa Hanz Ravin' Rabbid

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    /me wants pictures!
     
  4. HoundDawg

    HoundDawg L1: Registered

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    Ok, I tossed out 3 screenshots after the first day of design. Not a whole lot there yet. We're planning a playtest sometime this week to test the top/down gameplay, since we really don't have anything similar to compare to for TF2 (that I'm aware of anyway).

    I know that my ns_freefall and co_freefall for Natural Selection were loads of fun back in the day, so I'm trying to get something similar working in TF2. A little more info on this can be found here:

    http://forums.voogru.com/team-fortress/12526-mapping-cp_silofall.html
     
  5. DaFatCat

    DaFatCat L3: Member

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    If all the gameplay is up/down, this map will be nearly impossible to balance team-wise and class-wise (snipers will own).
     
  6. HoundDawg

    HoundDawg L1: Registered

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    I doubt that it's going to be all that bad. Balancing co_freefall for Natural Selection Combat was far more difficult as both teams were completely unique. TF2 has the same exact classes on both sides.

    Snipers won't be able to pick off everyone, and they won't be able to cover the multiple routes down (yes there are a few other options than just dropping down the middle silo).

    Also, there is a considerable far distance in range and so far, like the NS maps, the gameplay will be very fast and intense, especially on the last capture point.

    Anyway, thanks for the comments, I should have the first Alpha release within the next 2 days.
     
  7. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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    Before alpha please tell me it's not going to be fullbright. PLEASE.
     
  8. HoundDawg

    HoundDawg L1: Registered

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    This first alpha release is mainly to test gameplay, therefore it won't have any RAD done to it, since there are absolutely no light entities at all yet. Pointless to add those in at this point. If you don't like it that way, then wait till the lighting release.
     
  9. HoundDawg

    HoundDawg L1: Registered

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    FYI, alpha 1 is now released, see first post for more info.
     
  10. DaFatCat

    DaFatCat L3: Member

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    I really hope those textures are placeholders. I want TF2 textures, not HL2 ones in mah mapz!
     
  11. HoundDawg

    HoundDawg L1: Registered

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    Thank you for pointing that out. I've been swapping out the textures (using TF filtering now). You can see some of the changes in the updated screenshots.
     
  12. DaFatCat

    DaFatCat L3: Member

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    I don't think it's a good idea to make people lose health because of fall damage. I haven't actually played it but it looks like a long drop down from the pics. :p