UGD #2 - Thursday December 13th

Discussion in 'Server Events' started by nightwatch, Dec 11, 2012.

  1. nightwatch

    aa nightwatch

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    Welcome to the second in the series of Nightwatch's Unpopulated Gamedays! Originally scheduled for a time when no one was available, it has been timed anew for fresh and stimulating gameplay in all corners of the globe.

    Where:
    TF2Maps.net Official Server: 70.42.74.31:27015
    Gameday Host: nightwatch


    When:
    Event will begin at:
    Pacific (PDT) : 11:00 AM
    Mountain (MDT) : 12:00 PM
    Central (CDT) : 1:00 PM
    Eastern (EDT) : 2:00 PM
    UK : 7:00 PM
    Central Europe: 8:00 PM
    Australia & elsewhere: Just click the link below, I couldn't figure out your confuzzling time zones.
    Click here for other Timezones


    Map List:
    Time Played Map Name Author Download Thread
    20 koth_snowside_b2 Dïcecübe Dropbox (.bz2) 20560
    30 cp_pinnacle_a1 Tarry H Sruman Dropbox (.bz2) 20561
    20 koth_dustplant_a4 colacan Dropbox (.bz2) 20556
    30 cp_snowbound_a3 x6herbius Mediafire (.bz2) 20328
    20 koth_hippies_alpha BrockStonefist Mediafire (Not compressed, .bsp) 20567



    And if there's still interest afterwards, we'll squeeze in

    Time Played Map Name Author Download Thread
    30 cp_edifice_a2 PDT Dropbox (.bz2) 20586


    Map Pack:
    Thanks xherbius

    Rules for Map Submitters:
    The map must be playable. This means fully functional objective system, proper spawns, not fullbright, etc.
    __The purpose of this testing is to help authors refine their designs, not catch newbie bugs.
    Filename must be versioned. (ctf_example_a1.bsp, not ctf_example.bsp)
    __Do not rename a bsp after compile. The vmf must be renamed before compile.
    Filename must be all lowercase. (ctf_example_a1.bsp, not CTF_Example_A1.bsp)
    __Our Linux servers don't work with uppercase names.
    Map must be in development, finished maps do not require testing.
    Map may not use a point_servercommand to alter any variables.
    Map must be designed for standard play.

    __This means no melee, class restricted, too small for 24 players, or otherwise gimmicky maps. However, Medieval maps will be allowed under decision of gameday host.
    You may NOT reserve a submission without a download.
    • If an author has more than one map they want tested, they must be submitted to separate days.
    Non-compliance with rules will result in rejection of the submission.


    Submission Format:
    • Exact Map Filename (ctf_example_a4)
    • TF2Maps.net file ID number, OR url to offsite download.
    __BZ2 compressed files are greatly appreciated to save time for the host.
    __May not be a hosting site like mega-upload (wait times, codes, excessive ads, etc).
    • TF2Maps.net discussion thread number.
    __The scheduling system uses this number, I need it, not the post number.
    If your submission is a single stage out of a multi-stage map, please mention this. (orphaned stage)
    If you are a donator with upload abilities, please say if you have already uploaded the map.

    Testing options:
    A time extension may be requested for mature non-arena maps in need of fine tuning (this includes orphaned stages).
    A specific time slot: Available time & your time zone.
    __Only use if you aren't available for the whole testing period and wish to attend your map.
    Would you like the SourceTV demo of the test?
    __These are automatically recorded at all times so there's no need to ask any more :thumbup:.


    Information
    • First come first serve, until the 2 hour period is filled.
    • Maps will get 30 minutes playtime, KotH/CTF/SD gets 20, Arena and orphaned stages get 15.
    • Last map can exceed the limit so long as the testing starts within the 2 hour period
    • You can keep the same TF2Maps.net file number by clicking edit on your file's page and then simply putting a new file in the upload box. This makes it easier for you (don't have to update all your links), easier for me, and less clutter on the site. (picture)
    • Any maps that have been tested in the previous Gamedays that week (regardless of version/changes) will be given lower priority over other maps submitted to said test



    This will be the second gameday I run, so please be patient and bear with me if everything doesn't go as smooth as when yyler does it.
     
    • Thanks Thanks x 1
    Last edited by a moderator: Aug 29, 2015
  2. Dïcecübe

    Dïcecübe L3: Member

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  3. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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  4. x6herbius

    aa x6herbius

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  5. colacan

    colacan L5: Dapper Member

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    koth_dustplant_a4
    Download: Dropbox
    Thread number: 20556
    Any time is right
     
  6. BrockStonefist

    BrockStonefist L1: Registered

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    Last edited: Dec 12, 2012
  7. phi

    aa phi Within The Vacuum Of Infinity...

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  8. x6herbius

    aa x6herbius

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  9. x6herbius

    aa x6herbius

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    Just querying some of the feedback I got because it's quite cryptic:

    The sightline from small balcony to the blu's upper route makes it way, way less useful than it could be (Wilson) - no location left so I don't know where it is.

    leaves a location (Wilson) - um... (This isn't in relation to the above because it's in the Blue spawn)

    or try adding planks with random rotation. (Dïcecübe) - is this in reference to replacing the small wooden crate near the Red cargo crates at stage 3 and having stacked planks instead?

    I don't like the next outside red's spawn at stage 2. Replace them with the models. (Dïcecübe) - what's a "next"?

    Ahem I mean original. Because there's many possiblties on attacking and defending. (Dïcecübe) - again, I'm afraid I have no idea what that's in reference to. There's no previous comment it looks like it's following on from.
     
  10. nightwatch

    aa nightwatch

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    This one was an explanation to someone who didn't know the feedback system. Wilson was explaining, and said "!fb leaves a location", which appeared in your feedback because that's what happens. Ignore it.
     
  11. Dïcecübe

    Dïcecübe L3: Member

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    1. Uhm no I meant adding some planks to the net-fence at the left flank next/near to the red spawn at stage two. Same thing with 2. But with the fence models from, hmmm I think... /coalmine.

    3. I was talking about the layout. I thought the mix of the layout you got there was original. I was talking about that there's many ways to flank and attack the 2-2 (second point at second stage) point since there's many spots to defend the point from. In my opinion.

    Well. That was a real fun gameday.
     
  12. theharribokid

    aa theharribokid

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    • Thanks Thanks x 3
    Last edited: Dec 14, 2012
  13. Dïcecübe

    Dïcecübe L3: Member

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    .dem look at all these .dem's we can use for the maps!
    Thanks!
     
  14. x6herbius

    aa x6herbius

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    Thanks for clarifying.
     
  15. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Your map thread is a much better place to discuss feedback, really.
     
  16. x6herbius

    aa x6herbius

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    True, but since I needed a couple of clarifications from specific people I thought it would be more likely that I'd catch them in this thread than the map thread itself.
     
  17. Wilson

    aa Wilson Burial by Sleep

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    I forgot to use !fb for that.

    I meant the upper route to the 2nd point on stage 1.