Stoneyridge

CP stoneyridge rc2

heyyou

L4: Comfortable Member
Aug 19, 2009
194
125
UPisSqn.png

A little progression of the tower over time. The initial end of B was mirrored about halfway through the progress to what it currently is today. Early on, we knew we had to make the tower and bomb BIG.

If you look close enough, you'll see AED on some of the the pictures of the bomb. This was first intended to mean Australium Extraction Device.

Also, if you missed the map promotional page catch it here: http://stoneyridge.net/
 
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pilger

L1: Registered
Jan 6, 2011
9
3
I recently got this map running on my server and players are reporting that teleporter exits are being randomly destroyed for no apparent reason.

Can anyone confirm this?
 

Crash

func_nerd
aa
Mar 1, 2010
3,348
5,522
I have heard about this once before but no one has told me where the exits are being placed. We had a bug like this on the tower before, but we had taken care of it. Maybe we missed part of it?

Any screenshots would be a huge help taking care of the bug.
 

pilger

L1: Registered
Jan 6, 2011
9
3
Here's one spot that I've sucessfully reproduced the problem:
vXtFk.jpg

Do we need to look for all the spots!? I've read somewhere the game automatically destroy the teleporter exit when there's not enough room for the model on the top of it, thus preventiny the player from getting stuck on the map.

On this spot, particulary, it gets destroyed only when placed right next to the wall with the window.
 

Crash

func_nerd
aa
Mar 1, 2010
3,348
5,522
I'll definitely look into the issue more thoroughly. It's really weird that it's doing that, I don't think I've ever heard of that issue in any other maps. The geometry right there is really straightforward, as far as I can recall.

Any other screenshots are appreciated. The offhand bug I heard about awhile ago is apparently much more larger than I understood at the time. I'll also do some testing myself.
 

pilger

L1: Registered
Jan 6, 2011
9
3
We've experience the same problem in CP_Zinkenite.

I'll tell my players to take a screenshot whenever the problem happens and I'll keep you posted.

Thanks for the time, man.
 

xzzy

aa
Jan 30, 2010
815
531
I did a lot of testing with the teleporters when I was working on the tower, the basic rules seem to be if the exit is inside the bounding box of a model (and some brush entities), the game will destroy the teleporter on use. I'm pretty sure Valve put that in to prevent various wall-clipping exploits.

Specific to those screenshots that got posted, I don't remember off the top of my head what kind of geometry we have in that corner but that could be what's causing it. I haven't looked at the demo files.

Have no idea how to fix it for general cases.. at least not without lining problem areas with player clips or nobuilds to create padding that prevents engineers from getting too close to the buggy spots.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
2,581
You'd think they'd have just made the game deny building teleporters that intersect with props' bounding boxes, if they thought it would be a problem.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
2,581
Couple nitpicks about this area:

C95F5E99FC05EB90710761276A1CDDCA0CB494DF


One, the alignment of the wall texture is off, making the baseboard look sunken into the floor. Two, that blueprint drawing bugs me now. Was it drawn right into the art program using a mouse? Because it looks like it was.
 

Crash

func_nerd
aa
Mar 1, 2010
3,348
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Hey You was the one who put it together, so I couldn't tell you his exact reasoning behind it, but I know I've personally always thought it looked like a quick, poorly drawn sketch to brainstorm what they could possibly do to the giant rickety tower with the massive bomb precariously suspended over it.

The question mark implies a failed "meeting of minds" on the topic.
 

TheBestUsername

L4: Comfortable Member
Jun 25, 2013
151
96
I don't really get what's wrong with that poster, except that perhaps it hasn't got those square TF2 brush strokes, or maybe that it's just generally too "perfect" looking for TF2. In either case I'd be willing to at least take a stab at improving it if you'd like.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
2,581
It's just something about the way the lines are drawn that looks less like something drawn with a pen (or chalk, in this case, I suppose) than something drawn with a mouse. I can't explain it.
 

heyyou

L4: Comfortable Member
Aug 19, 2009
194
125
It was an early concept piece - forgot to redo it. We'll probably just take it out at this point, as it doesn't serve much purpose (the poster that is)
 

xzzy

aa
Jan 30, 2010
815
531
To be fair, that's pretty much exactly what the tower looked like for about a year.

I think the poster should stay in, random blueprints amuse me, but I guess it would be best if it were remade to a higher quality. A whiteboard with hastily scribbled attack plans might work too.
 

heyyou

L4: Comfortable Member
Aug 19, 2009
194
125
bED4916.jpg


We're working on some updates as well other game types for stoneyridge. cp_stoneyridge_rc1 updates should be the first to come.

Also a PL version with 3pts taking place during the daytime spring season will be coming soon. Once we started tinkering with it we found the map may be well suited for a PL map, because of the first stage. We'll see how beta testing goes.

Depending on how the pl version comes out, we may also do a 5cp version where the bombs are at each end of the map and the first blue spawn are is the middle point area (removing the blue spawn building, leaving the shacks), possibly during another season.

New CP version will involve some updates to the first spawn, lighting updates, optimizations, time updates, detailing updates, and more.
 
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