Staging

Staging rc

zornor

L4: Comfortable Member
Jan 14, 2009
195
23
I found a few cosmetic and minor gameplay related glitches. They're all described in the picture below.

ctf_staging_bugs.jpg


Also yes I micspammed in my own server to amuse myself D:
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Staging_Alpha11 changes...

Done a few things following the feedback during and after gameday.....

Sky
This one really hurt :mad: - because of the various issues reported with the Starry Night Sky, I have reluctantly substituted it for the only Tf2 stock night sky.....this is only temporary until I get a new one.......

It doesn't look too bad.....
hl22009-04-1121-27-12-56.jpg


Train
The sides will no longer kill you :cool1:
You can ride on the top of the train.... :blink:
The train is slower ::p:
More warning bells :woot:
Greater warning time :cool1:
You cannot stop the train now ;)

Intel 1
Peeps thought it was a little too hard to get, but I disagree - with good teamwork, you can get to it....so, as a halfway measure, once the Intel 1 has been picked up for the first time, then the cavern (and associated air ducts) come into play and stays in play.....a la...

hl22009-04-1121-25-19-90.jpg



Signage
A little confusion - with seconds to win the match, the guy carrying the intel last night ran str8 past the intel delivery room!! Added the following signs (which only become active when the intel has been picked up.....)

hl22009-04-1121-24-55-57.jpg


Match Updates on the Intel
Added score boards on the middle building and on the side of each base. Also sorted the unfair placement of ammo and health - and repositioned it in the middle - I have also built bigger windows which you can crouch jump through....a la...

hl22009-04-1121-24-42-98.jpg


Optimization
With the help of a fellow mapper, hints / skip and area portals now placed and it runs (and compiles) like a dream....

New version now available for upload and hopefully on an extended play in the not too distant future....

Feedback, as ever, very welcome...
 
Last edited:

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
Not Found

The requested URL /regiment/multi/ctf_staging_a11.zip was not found on this server.
Apache/2.2.9 (Debian) PHP/5.2.6-1+lenny2 with Suhosin-Patch mod_ssl/2.2.9 OpenSSL/0.9.8g Server at calltoarms.net Port 80

I'll update the extended playtime thread as soon as you get the DL working :)
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
feeds:
40'Fire:
its good but only for 5x5+ gaming. everything less makes it not so good. and its rly hard for first two rounds to find all passages, but then its nice. The part in water is too enemy_teleporter friendly,and thats not good. And there is generaly only one pass to intel, they avv goinng through the hall with captureroom, dunno if its good need more testing


XuTpbIu:
its good for publick gaming. first was very annoyed by the train. then got nearly sttuck near train gates, needs polishing. the main hall looks too..empty? and that vents with some "gravel" inside are not good. and moreover i didnt like too simplified design of intel rooms. but i think that will be done)


(●EBR●) I AM A SPHERE:
its nice
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Working really hard to get the beta up to scratch for gameday testing.....

...but here are a few screenies to give you an idea how it is coming long.....

New Red Spawn Room....

hl22009-05-0319-32-50-06.jpg


New Red Great Hall....

hl22009-05-0319-33-09-23.jpg


Outside of Red base - still a little clean up work to do....

hl22009-05-0319-34-20-15.jpg


Outside of Blu base - again - some clean up work to do......

hl22009-05-0319-35-02-48.jpg


Intel Room 1 - Blu...

hl22009-05-0319-35-18-76.jpg


Intel Room 1 - Red....

hl22009-05-0319-35-40-12.jpg


Reworked the middle building - no more windows - you can be blasted out of the building onto the train tracks - you can now ride the train - and a whole host issues fixed regarding this element of the map..

hl22009-05-0319-34-34-18.jpg


Feedback is welcome!!!!

Nosher.
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Latest version (Alpha Final) uploaded for Friday Euro Gameday.

Hoping for some quality constructive feedback :thumbup1::thumbup::thumbup1:

Nosh
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Shame that the number of players decreased when the map came on, as I really wanted to see it play with 20+ players....

....just hope it was an anti-CTF thing, rather than my map!! :unsure:

....near the end of the round, there were 20 (I think) and it seemed to be quite an exciting finish - well, I so NEARLY delivered the intel! :facepalm

Anways, looking for feedback from last nights gameday testing focusing on gameplay and any glitches you saw (the med pack in the middle is sorted).

I want to detail the rooms up next and release the beta and would really welcome any feedback. :thumbup1:

Cheers in advance :thumbup:
Nosher.
 

DaFatCat

L3: Member
Apr 19, 2009
129
11
This is looking really nice, although a few of the indoor areas are a bit bland. For the third intel room (I'm judging this from the video) I think the intel should be on the big red team logo, not the spytech desk. It should be easy to run in and capture it, here you have to run around and go up the stairs. Not all that problematic, but it could be annoying in close games.
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
This is looking really nice, although a few of the indoor areas are a bit bland. For the third intel room (I'm judging this from the video) I think the intel should be on the big red team logo, not the spytech desk. It should be easy to run in and capture it, here you have to run around and go up the stairs. Not all that problematic, but it could be annoying in close games.

Thanks for the feedback.

The video represents A4 and there has been a few iterations since then - the outside has changed etc...

Load up the map and have a good look round - it is supposed to get harder with each intel room, so I want the 3rd to be a titantic battle!!!

The map is being detailed out now, ready for the beta release.

Thanks again
Nosh.
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Some BETA updates....

Detailing going well, in readiness for B1 release - the final alpha version of the map was handed over to my fellow mapping mate, Stinkpackage, who has done a wonderous job on the detailing of the majority of the Blu base - here are a few sneak screenies of his nifty work......

...map looking more Tf2-ish, IMHO - GJ mate!! :)

Blu Spawn Room
hl22009-06-0920-32-20-62.jpg


Blu Great Hall
hl22009-06-0920-32-40-56.jpg


On the way to the Battlements!!
hl22009-06-0920-32-52-37.jpg


On the way to Blu Intel 1
hl22009-06-0920-33-40-55.jpg


Entrance Blu Intel 1
hl22009-06-0920-33-52-70.jpg


Blu Intel 1
hl22009-06-0920-33-59-84.jpg


Feedback welcome!!
Nosh
 
Last edited:

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
rawr i wanna beta out already xD
 

captainAngry

L420: High Member
Feb 1, 2009
434
247


Played this again last night. We have a good amount of people that are used to the map so it's now playing really well. It finally got enough good ratings to get into our regular rotation and I am going to keep this one in mind for promotion on my new custom promo server/
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
Played this again last night. We have a good amount of people that are used to the map so it's now playing really well. It finally got enough good ratings to get into our regular rotation and I am going to keep this one in mind for promotion on my new custom promo server/

Thanks mate - work continues on the Beta - optimization and sorting out other finicky bits as well.....

Just being real careful as adding the detailing means that new player clipping is required but its getting there!

Thanks again
Nosh
 

Nosher

L4: Comfortable Member
Feb 3, 2008
184
20
BETA RELEASED

Done a lot of detailing work, and fixed / added the following things...

Timer - fixed
Player clipping done
Detailed out the caverns on both side
Improved optimization
Added additional ducting into Intel room 3
Created S bend in ducting in lower halls - both red and blu
Created Spy charge areas
Hightened rocks to negate Sniper-fests...

Enjoy and feedback most welcome.........

Here are a few screenies....

RED SPAWN
hl22009-08-2823-34-33-81.jpg


RED GREAT HALL
hl22009-08-2823-34-50-00.jpg


RED OUTSIDE

hl22009-08-2823-35-28-15.jpg


RED CAVERN
hl22009-08-2823-36-19-34.jpg


RED INTEL ROOM 1
hl22009-08-2823-36-46-43.jpg


RED INTEL ROOM 3
hl22009-08-2823-37-13-48.jpg


BLU OUTSIDE
hl22009-08-2823-37-42-75.jpg


BLU GREAT HALL

hl22009-08-2823-38-00-25.jpg


BLU CAVERN
hl22009-08-2823-38-25-81.jpg


BLU INTEL ROOM 1
hl22009-08-2823-38-48-87.jpg


BLU INTEL ROOM 3
hl22009-08-2823-39-46-67.jpg


Enjoy and once again, feedback really welcome... :rolleyes:
Nosh.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
BLU's cavern looks... to be honest, pathetic, compared to RED's.