Soledad

Discussion in 'Map Factory' started by sohcahtoa, Nov 1, 2009.

  1. sohcahtoa

    sohcahtoa L2: Junior Member

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    Hello and this is my first public map ever for tf2,
    CP-Soledad

    A 4-cp linier point game set in a gravelpit-metal theme, i hope to use contrasts of hight and space to create an interesting and most importantly fun tf2 map.


    No backstory, you can make one up lol, but red and blue are basically facing each other off at each end of a canyon. As the game progress from tight intense meele combat at the start to a grand arena of sorts for the final showdown and the final cap.

    Blue must cap the first point in a tight conflict before having branching objectives for the next 2 open caps. One they have been taken the final point become open. as you can virtually see all of the final caps, this makes noting certain and the balance keep shifting

    This is still in progress and not yet ready for gametesting(shock, not yet playtested) and so noting at all is final, like the layout and definitely the detailing, which is sorely lacking

    Note that the light is ugly and simply put to cast away its evil brother, and you can build in spawns, and it is probably possible to jump outta the map. It does technically work, but is probably horribly unbalanced, well thats what game days are for

    Have fun, and please any helpful feedback would be greatly appreciated
     
    Last edited: Dec 4, 2009
  2. Nutomic

    Nutomic L11: Posh Member

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    Looks really good from the picture, definetly a map i wanna play :)
     
  3. Lancey

    aa Lancey Currently On: ?????

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    Pretty good thus far. Let's see how it plays.
     
  4. Micnax

    aa Micnax I maek map

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    Looks like a tight play area, but an excellent one at that.
     
  5. ssupermario92

    ssupermario92 L1: Registered

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    looks real nice...i wanna try this out
     
  6. tehn

    tehn L2: Junior Member

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    I agree a tight area to fight but gameplay will tell us whats up
     
  7. sohcahtoa

    sohcahtoa L2: Junior Member

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    will the next 2 weeks of comp testing stop the usual gameplay days?, i presume so
     
  8. sohcahtoa

    sohcahtoa L2: Junior Member

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    updated, with some fairly major changes in both layout and style for the few who saw the last.
    can't wait to have its first test when game days resume (on Monday i presume?)
     
    Last edited: Nov 13, 2009
  9. sohcahtoa

    sohcahtoa L2: Junior Member

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    fixed typos and objective

    the map is compiled in fast with all, as i can't get my map compiles on full without a long wait (despite optimisation) so may not look at its best and is a bit laggy.
     
  10. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    I like how it reminds me of badwater,gravlepit and dustbowl's styles combined :)
    From what i can see it looks great.
     
  11. StickZer0

    aa StickZer0 💙💙💃💙💙

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    It looks really nice but i'm concerned that the control points are far too close together. You can see other points from some of them, and that means either Red will lock it down way too easily or Blue will steamroll as soon as they break through the first line of defence
     
  12. sohcahtoa

    sohcahtoa L2: Junior Member

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    i think that is a valid point. however, i think there are enough nooks and crannies for sentries and defensive positions to make it harder than just a steam role, however, time will tell, and of course it hasn't yet been play tested, which may prove me wrong.
    have a run about to see what ya tink
     
  13. sohcahtoa

    sohcahtoa L2: Junior Member

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    lots of new pics, due to major changes in layout. can't wait till gameday

    it has no health yet, and some more minor issues, but i hope to have it on gameday next week. Please tell me whatya tink.
     
    Last edited: Dec 4, 2009
  14. Lancey

    aa Lancey Currently On: ?????

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    I like the new, circular layout.
     
  15. sohcahtoa

    sohcahtoa L2: Junior Member

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    bump, fixed some images, that were wrong.
    don't use the download link for the map, very outdated.
     
  16. sohcahtoa

    sohcahtoa L2: Junior Member

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    oh yea, finally its done(at least, its playable)
    health is now placed strategical places, and time is sorted.
    still some minor bugs but no gamehalting shit.
    any comments appreciated.
     
    Last edited: Dec 4, 2009
  17. luxatile

    aa luxatile deer

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    Need playerclips here. D:

    There are no clips whatsoever, it seems. I could get above the map, outside the map and below the map, sometimes accidentally. Doing this also showed that you should put nodraw textures on faces that aren't shown to players to improve performance.

    Also remember to clip the top of buildings so that you can't do epic Demoman jumps over them. As awesome as that is, it's rather ridiculous to fly that far.

    Some other areas simply don't make sense. For example, there was a healthkit behind some support beams, and the lower area of D is a trap. You can't get out.

    Needs a bit more polish for the next release.
     
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