Discussion in 'Map Factory' started by Trotim, Jan 21, 2011.
It's a KOTH map in some place with an original name.
Last update: 1st May 2012
This looks interesting, I need to play it sometime.
I'm on Win7 x64 as well and I run both PakRat and PackBSP fine, do you have the latest versions etc?
For optimization, read this: http://optimization.interlopers.net/
PackBSP should work fine--I think I used it since I moved to 64 bit Windows, but I'm not sure, and I can't find out for a few days (gpu had to be RMAed, can't use that PC). If it spits out an error message you should post it. If it doesn't do anything at all, try downloading it again?
The fence leaning on that concrete block looks weird.
Well would you look at that, I just re-downloaded PakRat and it suddenly works. Might've been a problem with my Java. PackBSP still refuses to even start though.
There's no error message, it just doesn't start at all. Do have the latest version and redownloading did nothing either, thanks though.
It does look weird. Will be replaced in a6.
Good enough a place to start I guess, thanks.
Are you running PackBSP with admin privileges? It might need it, I don't know why though. It's so much easier than using PakRat.
Uh huh, changes nothing. That packbsp_debug.log is completely empty, too. (It does create one when I try to launch it though!)
Then I don't know. Ask Terr.
I have exactly the same problem.
I found that the team on the left of this screen had a much easier time pushing out; speaking as someone who got team switched about 70% through the maps testing i had a hard time finding a comfortable position in the same places on the other side of the map.
You need more health packs, small or medium, in some of the buildings between the middle of the map. I spent a lot of time running around for one and only ever saw 1 medium and the small on the roof. Personally i think the health on the roof can go as players already have the height advantage, and that you need more health on the ground level (where most of the combat is resolved).
I also had to be quite careful about ammo, but it wasn't something i ever got frustrated over. But then i did have a KD ratio of 13-1 so i had a lot of weapon drops at hand :/
I felt that there needed to be more space on the ground level opposite the CP. such as behind the train cart. Combat at the middle was rather samey, predictable and linear.
you were a goddamn heavy you arent entitled to an opinion.
Or maybe i was one of the thirteen all too often.
A lot of the map, i felt like i was either stuck in the low gorund, getting slaughtered from higher up, or in the high ground and not really knowing where to go.
Besides what been said, there was nasty sightline from point roof down the platform where medium health was, if you watch demo from gameday, you can see hanz locking that route down as sniper for a minute.
Enjoyed the layout of this map @gameday.
Just updated the OP with a6. It's a minor update, mainly for some more detailed testing and was used as a test of Pakrat, too.
More packs will be featured in a7. The health on the roof will be gone as well. I will have to try some of the more major changes you mentioned.
Not sure what to say, may have been a team balancing problem. The roof does provide a little too much cover though and Icarus mentioned I should try sloping the roof downward in direction of the train a bit to increase visibility up there.
The upper exit has been moved to alleviate the sightline a bit. You can still stand on the plateau to snipe people on the roof but it's a lot less favorable now, thanks.
Glad you liked it and took the time to respond in this topic.
There isn't much reason to take the bottom route unless you really need to get to the point quickly, otherwise taking the top route is always the preferable option because you get the height advantage plus the health advantage. The only health on the bottom route is before the point so the only time you use it is if you retreat back to it or they push you back pretty far.
Hopefully his health placement changes will have addressed most of this. The health on the low ground was actually more useful for attackers who pushed a team back to spawn and in holding that ground.
For the main route on the low ground, it would probably be more favourable to have it stepped rather than one large slope. Like 256 units of flat land then a 128 slope to the next level. It'll also make it easier to place cover that is more useful. Most of it could be shot over from the high ground and the strange prop angles made the collisions react strangely with players, there were several occasions when i saw scouts trying to hop from one piece of cover to the next in order to gain some height advantage, only to get stuck sliding down one of the props for 12 seconds and eventually raped.
I'm sorry PackBSP isn't working for y'all, but you might try asking directly, since I only found this thread through google searches for "PackBSP"
So I presume the splash screen comes and goes, and it writes a blank debug log file? And it used to work in the past? Strange...
I'm wondering whether I should go ahead and open-source it all on Github with a slightly-paranoid no-derivative-works Creative Commons license.... I've done enough pointless dithering about "making the code presentable", and it'd be nice to have the bug-tracking-type tools around.
Finally got around to updating this thread to a8, been doing more testing overall but not much has changed. Pretty much ready for detailing at this point afaik
Oh sorry, haven't updated this thread since my last post and just wanted to do that (since Pakrat worked fine, asking you wasn't really a priority anymore tbh)
Yeah the splash screen comes and goes and it writes a blank debug file, but no it never worked before either.
updating this thread is tedious and I can never bring myself to do it, a10 now
you're kidding right
nobody reads them but the most recent any ways
I guess so, I'll never understand character limits on forums though
I also still didn't get around to sloping the roof down, I should do that next time
We pugged this tonight. We recorded the comms of both teams and recorded the map discussion after wards. We tried to really break the map to see what was OP and what might need to be changed to improve it. I'll get you the link to that package of mumble recordings tomorrow, though, as I want to go to bed soon and I'm still waiting on Stalin to get me the Blu team's comms, I also don't really want to stay up to upload everything; so, hopefully you can wait a bit for that.
The stv is here, though: http://dl.dropbox.com/u/21561105/New Map PUGS/20110226-2246-koth_trotim1_a10.7z
Hopefully it won't take me too long to get around to uploading the mumble recordings tomorrow.
Also, I know I tried to indicate when the match started in the Red team recording, but I don't know if Stalin did a similar thing for Blu, so syncing the mumble recording to the demo might be a little difficult, hopefully it's not too hard, though.
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