CP stoneyridge rc2

2CP A/D map in the snowy night-time theme

  1. ics

    aa ics http://ics-base.net

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    So, any news on this? Been waiting for RC2 to test on since i'm running soon a community event where i've picked snowy maps and i don't want to run rc1 again. Did you guys got hints from Valve with the map or what ;-)
     
  2. Crash

    aa Crash func_nerd

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    We have a test version (mislabeled RC3Test) that is fully working other than the explosion particles at the very end if you need something very soon.

    And no, nothing from Valve ever in this maps development.
     
  3. ics

    aa ics http://ics-base.net

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    I'm aiming for this saturday, so rc3Test would do fine (skipping over rc2?).
     
  4. Crash

    aa Crash func_nerd

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    It'll be RC2 for the next big release, but I messed up naming it because I was working on a release of Glassworks RC3 at the same time.

    I'll send you a PM with a link.
     
  5. ics

    aa ics http://ics-base.net

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    Test completed. Few things came up.

    As seen from BLU base, the right side route that leads to the ledge and to the traintracks. There is that opening with a sign "skull" in it. Some people seem to jump down to the traintracks and die. They think it's route down for some reason. Maybe it's bacause the traintracks seem to be so "close" that there isn't a high enough drop down.

    The first capture point also has so many routes in as a BLU and the site is so open that it's hard to sparse as RED where the enemy is coming from. The map usually turns to last stand on final point than holding the first point long time. Other than those, i didn't notice anything else worth mentioning.
     
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  6. xzzy

    aa xzzy

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    That's the first time I've heard anyone comment on routes to access point A. The penny arcade crowd has been playing that map off and on for 4 years now (holy shit, it really is 4 years 3 days from now) and A has always traditionally been a hard capture for blue. We've actually tried to make the push easier but I can't recall any dramatic changes that have been made.

    Not saying your feedback is poor, but I am curious how many times you played the map. Did you do any team scrambles?

    In my experience, success on stoneyridge relies heavily on team makeup. Everyone has to fill their role competently to accomplish anything. I don't know if that's a good thing, I'm not sure it's a great idea for a map to force everyone to play with a competitive mindset, but that's certainly what the map has turned in to.
     
  7. ics

    aa ics http://ics-base.net

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    I was just relaying some of the thoughts the players said out loud and inspected how they played in it. Played 4 rounds which means 2 times RED, 2 times BLU for each team. I'm not sure if it's about the players on why it plays like this, they know what they are doing.

    This map has been on cycle at our community server before (_b9 13-Apr-2012). At that time, it was removed from cycle due to last cp being kind of impossible to capture. Most of the times it just ended stalemate there. There was also issue with getting out of base for the BLU team if the other team had a bit of steamroll going but usually it was lack of medics for BLU that caused it. I assume you guys also noticed this and did changes as it looks a bit different than b9. Tried also rc1 later on map test at 12-Mar-2013 but the A spot never was a hard to cap, more like hard to keep as RED. The other team always won, no matter if they played RED or BLU but every time A was captured quite fast. Maybe it was due to medics being play, good spies or awesome snipers?
     
  8. xzzy

    aa xzzy

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    That kind of echoes my experiences playing it.. sometimes it's a complete steamroll for blue and other times blue never even gets close to capping A. Team composition and a skill gap seems to be the easiest explanation but I don't really have any proof of it.

    I don't know why this is, I could certainly brainstorm theories for days but they'd all be guesses. Maybe the map just lacks that "special sauce" that makes it flow well regardless of who shows up to play.
     
  9. heyyou

    heyyou L4: Comfortable Member

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    This is great feedback and something I've seen in recent RC2 testing. We are currently working on making it easier to cap A and B.

    This will be accomplished in the follow combination of solutions in RC2:
    -Shorter distance from Blue spawn to A (displayed in screen comparison below)
    -Better Engineer nest and set up going to A
    -Slightly shorter Cap times on A and B
    -One way door going to B
    -New push route coming out of B
    -More health to Blue's advantage
    -Slight alterations to push routes and defense structions

    Shorter distance to A:
    [​IMG]
     
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  10. CommodoreKong

    aa CommodoreKong

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    Glad to see you guys still working on tweaking this map. I've really enjoyed playing it the few times I've gotten two and TF2 needs more great A/D maps.
     
  11. Crash

    aa Crash func_nerd

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    It's subtle, but it seems to help the run time slightly for Blu.
     
  12. heyyou

    heyyou L4: Comfortable Member

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    Here are a few screens of [some] major changes coming in RC2. Some are still in testing:

    In the next three screens there lot of focus on this area to help engi nest. Additionally a new drop down to help with flow
    [​IMG]
    [​IMG]
    [​IMG]

    The next screen displays the shortening of the first section and some flow changes:
    [​IMG]

    New Engi nest area in this screen:
    [​IMG]

    One way door:
    [​IMG]

    Lastly, in the next two screens we are testing opening up the flow here to allow more options for blue to push:
    [​IMG]
    [​IMG]

    These are a few of the major ones, more details soon.
     
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    Last edited: Apr 29, 2015
  13. Zed

    aa Zed Certified Most Crunk™

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    My heart stops every time I see a post in this thread. God dammit.
     
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  14. Crash

    aa Crash func_nerd

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  15. heyyou

    heyyou L4: Comfortable Member

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    We are testing what might be the final version for RC2 release over the next couple of weeks. Looking good for an early August release.

    Soon.
    [​IMG]

    Edit: Also OP screens updated with what will be RC2.
     
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    Last edited: Jul 18, 2015
  16. Zed

    aa Zed Certified Most Crunk™

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    I swear to god, man. You ought to stop scaring me like that.
     
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  17. heyyou

    heyyou L4: Comfortable Member

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    I promise the next post we make will be a RC2 update. We're excited!
     
  18. Crash

    aa Crash func_nerd

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    Except not this post.
     
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  19. Crash

    aa Crash func_nerd

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    RC2 is LIVE!

    RC2 Change Log:
    -New custom explosion particles by FissionMetroid
    -Layout improvements and building restructures throughout the map
    -Detailing repass and overall visual improvements
    -Distance slightly shortened from Blue spawn to point A
    -Improved Engineer nest for routes going to point A from Blue spawn
    -Slightly shorter cap times on both points A and B
    -Added one way door going to point B to Blue's advantage
    -New push route coming out onto point B
    -More health to Blue's advantage
    -Lighting improvements throughout the map
    -Improved optimization and reduced file size
    -New dropdown on the way to point A
    -Restructure of building overlooking point A
    -Prop usage optimization
    -Improved signage
    -Skybox visuals improved and optimized
    -Three years of testing to help validate changes

    Read the rest of this update entry...
     
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  20. Zed

    aa Zed Certified Most Crunk™

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    It's official, folks. World ends tomorrow.