Tyrol Mountain

Discussion in 'Map Factory' started by a2h, Mar 17, 2009.

  1. a2h

    a2h L2: Junior Member

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    Almost 1 year of tyrol
    26 Aug 08 - 26 Aug 09

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    pl_tyrolmountain is an alpine themed payload map. And I made it. I make great descriptions don't I?


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    This back story accompanies my thoughts for release a17.

    Stage 1
    Note that this stage is incomplete, detail-wise.
    There's masses of trees. It's a logging operation. But hang on. Why has the inspection test failed? Why is there blood under the mop? Wait, why is the place with the saw so ridiculously small in the first place?

    Stage 2
    Note that this stage is incomplete overall.
    Oh hey, a uranium mine.

    Stage 3
    Note that this stage has not been started. Expect changes to my ideas.
    Welcome to REDUCATION Tyrol Mountain campus! But there's not much to do here, get out into the sunshine and have a look at all those buildings! Anyway, let's get to the end of the place... look at all those red payloads! In... a building linked to... REDUCATION? What's going on?


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    Stage 1
    Basic layout
    Done, no major changes expected.
    Gameplay tweaking
    Need to reduce sniper coverage. Second cap is not as friendly in servers with faster spawn times even when compared to stock maps. Side tunnel is effective when used properly but usually deserted.
    Detailing
    For what I'm trying to achieve, a large majority done. I probably in hindsight shouldn't be focusing on this in a map that's still in alpha, but this is still my first major project and I'm still attempting to sharpen my skills.

    Stage 2
    Basic layout
    I've scrapped the deadly water -> REDUCATION idea, in part due to the link between s1/s2 being ridiculous (a long fall). You'll now go under stage one into a uranium mine. Layout only complete up to cap 1. This layout will hopefully be the permanent layout for this stage.
    Gameplay tweaking
    No testing has been performed with the new stage 2 yet.
    Detailing
    Focus on detailing is low. Huge decals have been placed around to ensure people without a brain can realise why the area is bland (non-mappers obviously expect something better, but after seeing an idiot in a GD continually whinging about how bland the map is I figured I needed some notices). Though my current target for the style in start -> cap 1 will be the uranium mine, and cap1 -> cap2 will probably be outside or something to follow onto my stage 3 ideas...

    Stage 3
    Basic layout
    I'm still dreaming.
    Gameplay tweaking
    Playtesting in your dreams isn't very helpful.
    Detailing
    I'm thinking an industrial area. REDUCATION at the start. The end is located in the same building as REDUCATION. This is what I was doing in earlier versions in stage two, but a bit different. Will have outdoors areas with buildings and probably people working (hammer, saw sounds)


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    Feedback feedback feedback. Need need need. There's only a few non-mappers pushing me on and "OMG UR MAP SUX UR GAY" people etc pulling me downwards. I currently care mostly about balancing.
     
    Last edited: Aug 5, 2009
  2. a2h

    a2h L2: Junior Member

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  3. captainAngry

    captainAngry L7: Fancy Member

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    We had an earlier version on our server and it seemed to be well received. We have a9 on the server now but we havn't had a chance to play test it yet.

    [​IMG]
     
  4. a2h

    a2h L2: Junior Member

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    I've released a12test3.
     
  5. Not_Yet

    Not_Yet L1: Registered

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    looks good, are you doing any tests with this?
     
  6. a2h

    a2h L2: Junior Member

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    It's a map I get tested on a fastspawn server so it's not accurate. If I can find a nice server admin in Australia who runs a standard server I'd love to get it tested but...
     
  7. Not_Yet

    Not_Yet L1: Registered

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    maybe you could enter it for a gameday?
     
  8. Cameron:D

    Cameron:D L6: Sharp Member

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    Add me on Steam, I know someone who may be able to help you.
     
  9. captainAngry

    captainAngry L7: Fancy Member

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    I'll update the version on my server and test it next week for ya. I'll try and get as much feedback as I can.
     
  10. a2h

    a2h L2: Junior Member

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    OK, so conclusions from watching the gameday demo of a12test5 are:

    * According to supertoaster, the map transitions from flatgrass to dustbowl
    * People think the map is weird in stage two
    * A few even hate it
    * I have officially (and unintentionally) invented the spy train
    * The spy train is hilarious

    * Stage two: blu uses the lower exit even though a new exit for the spawn was given
    * Stage two: Respawn times are too long for blu (I was unaware due to this map primarily being played on a fastspawn serv)
    * Final cap is too big. I'm not sure how this can be resolved; if you have detailed feedback on how this can be helped it'd be great
    * Stage two: need addition paths (where?)
     
  11. Inqwel

    Inqwel L6: Sharp Member

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    I feel that Red's spawn in stage two could be camp-able with that over hanging ledge. A good enemy sentry there will be in most players blind spots coming out the spawn.

    Also, the same spawn had no resupply cabinet.

    Red's spawn in stage one has those annoying barrels that you have to navigate around constantly. Please consider removing them.
     
  12. a2h

    a2h L2: Junior Member

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    I do not plan on making changes to the final cap until the unbalance currently favouring red is fixed.

    I will remove the barrels.

    Also, does anyone have feedback regarding stage one apart from the barrels? I really want to finalise it and move on to working on stage two.
     
  13. Pianodan

    Pianodan L3: Member

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    Blue's initial spawn in stage 1 is really easy to lock up. There needs to be another exit NOT directly adjecent to the existing ones, a la Goldrush, Badwater, Hoodo, etc etc etc...
     
  14. a2h

    a2h L2: Junior Member

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    Really? I was watching the demo and blue seemed to have no trouble to get out at all, albeit with a somewhat small delay negated by a capture soon after.
     
  15. Pianodan

    Pianodan L3: Member

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    Maybe it's just me, or maybe the teams were stacked, but my recollection is that we took a long time to get out on offense, and successfully prevented even the first point being capped on defense.
     
  16. Hanz

    aa Hanz Ravin' Rabbid

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    No, Pianodan is right, it was too hard and it took too long for blu to get out there spawn and till they could attack the red's. Maybe you have to add another side gate, or add more cover for blu at the beginning.

    Next to that, the map had way too good sniper lines and it was just too big (The Heavy had too long traveltimes).

    It was also a quite fun map, but the main issue is that it's just too big.. ;)
     
  17. captainAngry

    captainAngry L7: Fancy Member

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    Didn't get a chance to play myself but I did record a demo last night.

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  18. captainAngry

    captainAngry L7: Fancy Member

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    I played this last night. It seems to play alright. My one big complaint is that you should never have to lose health coming out of spawn. When you drop down the tunnel, you could make it so you land in a small puddle and it would fix the problem.

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  19. a2h

    a2h L2: Junior Member

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    Eh, I forgot to put test5 up here.

    It doesn't have the "teleporter in the shed" thing anymore, which was just a temporary thing until I could bother to dig a hole out of the roof.

    But I'm going to be wanting a future version tested.

    I'm not working on it right now though. I'm switching regularly between my different projects :p
     
    Last edited: Jun 24, 2009
  20. Ten19

    Ten19 L2: Junior Member

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    Gameday testing notes:

    Suggestions:

    * More overall lighting. I know it's supposed to be rainy and dreary, but there are some areas where it could use a boost, especially in the tunnely-areas. Areas include:
    - on track between 2nd and 3rd point, first stage
    - BLU spawn, second stage
    - last point, second stage (but I suspect it's not complete, geometry wise, yet)

    * Stage 1: RED Spawn: Definitely should have more than one small exit, and some signage to the drop to the floor below. Also, BLU probably shouldn't have a ramp that lands them right in front of RED's door, especially w/just the one exit.

    * Stage 1, Last Point: There's some grass sticking out of the "hole"

    * Stage 2, First Point: Missing texture behind the desk just after first point

    * Stage 2, Last Point: No regen cabinets for far RED spawn

    * Stage 2, First/Second point: the forward RED spawn's exit is too narrow for anyone to pass through (the one with the elevator door). Are you calling me fat?

    EDIT: I was just doing a quick run through solo and I noticed that pushing the bomb to the last point on the second stage just caused it to fall into the hole, and nothing happened. The HUD still shows the cart just before the last point but not moving. There was an explosion during gameday testing, but might want to double-check the triggers.

    Cool things:

    * Style for the most part is well done, definitely captures the rainy day alpine feel
    * Bomb train and radioactive pools are cool

    Overall, definitely a good work in progress, keep it up!
     
    Last edited: Jun 27, 2009