Vector

CTF Vector Final

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Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
Playtesters have become increasingly hostile towards Vector to the point that I can't get hardly any playtesting done anymore.

If this continues, Vector will not be ready for the contest deadline.

If you think players are hostile towards your map, take a look at animus :p
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
Here's an opinion: Go get some advice from the random servers out there that play the map.

You had us go through 37 alphas dude, and besides, you're at beta stage, and you can get feedback about your map from the servers that play it.
 

Tinker

aa
Oct 30, 2008
672
334
Playtesters have become increasingly hostile towards Vector to the point that I can't get hardly any playtesting done anymore.

If this continues, Vector will not be ready for the contest deadline.

What? I have this map (b1) on a server I play often on, and it gets voted for all the time before a mapchange. People like it a lot!
 

ghouly

L1: Registered
May 12, 2009
24
6
People will never be happy with anything anyone makes. You had 37 alphas to get all the path and minor crap fixed. Just fix it up, optimize and bam; done. If you find more issues, just RC2 it.
 

Wegason

L3: Member
Aug 16, 2009
147
64
As soon as Valve sort the particle issue, I'm recommending this go on the UK custom map server I frequent. I havent played this map in ages
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
So... is it still a contest entry as cp style...?

I thought it was coming along swimmingly, before. D:
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
So... is it still a contest entry as cp style...?

I thought it was coming along swimmingly, before. D:

It's an Icarus map, by the end of it all, we'll have CTF Vector, CP Vector, and PL Vector, at the very least.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
What no plr_vector I am dissapointed.

In all seriousness, I love this map. I really do.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
I liked this as CTF, not sure if I'll like it as CP.

Edit: You 're atleast getting a bunch of posts now. :p
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
I was planning on doing a final sweep on all the contest maps before the end of the contest. If you've seen what I've done in other detailed maps, I go through a map on my own and find any rocket jump exploits, playerclip fails, displacement fails, misaligned props, weird lighting, etc. and provide screenshots of it all.

I was planning on doing it as soon as a new version of your map was released, but now that I notice there are only 15 days left, I didn't want to find out that a map was updated, go through it, and then find out that since there are only x days left, a new version wouldn't be submitted to the contest, thus my work not as useful as it could be (that is, I'm implying that you will finish your map even after the contest).

So message me on Steam (my name is littleedge), find me in the chat (between 3 and 9 pm ET), pm me here, or reply in this thread if you want me to go through your map in the current version, or do it in your next version. Or if you don't want me to go through it at all, and anything i come upon in a Gameday is enough.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
I'm not dead!

I'm conducting tests elsewhere, where I believe I've made massive strides towards better balance and flow.

Stage 1 & 2 is now very sound, only a few minor tweaks need to be made at this time. (Stage 2 actually got fixed :O)

However, the very last cap needs some work. I've made some changes to make it less Dustbowl-ey, but so far every change I made just made it harder to win :p

But I get it sorted out, I'll be ready
 

Tinker

aa
Oct 30, 2008
672
334
However, the very last cap needs some work. I've made some changes to make it less Dustbowl-ey, but so far every change I made just made it harder to win :p

Awesome, this was my only big concern here. I do hope you kept in the walking on various roofs, because that was one of the most fun parts of your map.
 

Radaka

L420: High Member
May 24, 2009
491
244
hl22009101420160171.jpg


This spot felt like it needed ammo, if only for the pyro standing on the point trying to reflect the incoming hail of stickies and pipes.
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
As I promised, I went through Vector and took screenies. 38 of 'em.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40000.jpg
Why is there a red loudspeaker in a blue-decorated spawn room?

http://dl.getdropbox.com/u/1490725/ctf_vector_test40001.jpg
It would be cooler if the 'Data Link' scrolled across that. It kind of looks like it does that when you move in front of it because of where it's located, but it's actually stationary.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40002.jpg
There's a full health kit right outside the spawn. There's another on the other spawn exit.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40010.jpg
On the topic of health...I just noticed this. Let us take a look at the 1-1 zone. 100% Health Pak #1
http://dl.getdropbox.com/u/1490725/ctf_vector_test40011.jpg
100% Health Pak #2 right across from #1
http://dl.getdropbox.com/u/1490725/ctf_vector_test40012.jpg
100% Health Pak #3
http://dl.getdropbox.com/u/1490725/ctf_vector_test40013.jpg
100% Health Pak #4 right on top of #3.
http://dl.getdropbox.com/u/1490725/ctf_vector_test40014.jpg
A Medium Health Pak within a few feet of #4? Way too much health, IMO. Either keep all those spots and make them all at least medium, or move them a bit and take one out. You're pulling something worse than the health kit thing on Dustbowl 1-1 (four 100% Health Paks). I haven't played this in a game that much, so maybe this is needed, but it sure seems like too much, specially since two are right by the spawn.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40003.jpg
Intel is angled.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40004.jpg
There seems to be something clipping through the roof...

http://dl.getdropbox.com/u/1490725/ctf_vector_test40005.jpg
it seems like you need to move the texture down slightly so it isn't blue-ish metal, red stripe, blue-ish metal. Unless that's the texture...it just looks kind of weird.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40006.jpg
I can jump on the lower pipe, not the top though.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40007.jpg
I can jump on this light.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40008.jpg
I'm on a window at the back of 1-1.
http://dl.getdropbox.com/u/1490725/ctf_vector_test40009.jpg
Right below that, I'm on a light.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40015.jpg
I can sit on here.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40016.jpg
I get stuck on the wood support thing against the wall on the right.
http://dl.getdropbox.com/u/1490725/ctf_vector_test40017.jpg
And the one I'm looking at, as well.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40018.jpg
I never quite understood why there were two full health kits.
http://dl.getdropbox.com/u/1490725/ctf_vector_test40021.jpg
There are also a lot of health in here. I see three in this screenshot. I'm repeating what I said above with the health on 1-1 -- If it works for gameplay, keep it.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40020.jpg
Right outside of BLU's spawn on the right of stage 2. The displacements aren't completely playerclipped.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40019.jpg
http://dl.getdropbox.com/u/1490725/ctf_vector_test40022.jpg
http://dl.getdropbox.com/u/1490725/ctf_vector_test40023.jpg
http://dl.getdropbox.com/u/1490725/ctf_vector_test40024.jpg
Make the lights non-solid. The first three are in 2-1, the last is on the left back corner of 2-2, by the fence with the water and dam, farthest away from the point.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40025.jpg
Looking at the dam, the rock meeting the dam just looks really weird.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40026.jpg
I'm on the window here, and I can move on the lights as well. Non-solid the lights, and playerclip the window.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40027.jpg
I'm on the vent thing over 2-2.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40028.jpg
http://dl.getdropbox.com/u/1490725/ctf_vector_test40030.jpg
I know you know of this area. You told me to remind you to playerclip it. Right outside RED spawn of stage 2.
http://dl.getdropbox.com/u/1490725/ctf_vector_test40029.jpg
Right outside RED spawn of stage 2, you missed a corner of the pipe to playerclip. Only useful if you jump up there before humiliation, though.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40031.jpg
I'm on that light at 3-1.
http://dl.getdropbox.com/u/1490725/ctf_vector_test40032.jpg
By that same light, there is a loudspeaker that I can sit on.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40034.jpg
See that support beam at an angleto the right of the center of the screen?
http://dl.getdropbox.com/u/1490725/ctf_vector_test40033.jpg
I can get stuck up there.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40035.jpg
All those lights should be nonsolid - I can jump and hit them.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40036.jpg
Another loudspeaker.

http://dl.getdropbox.com/u/1490725/ctf_vector_test40037.jpg
That health kit is too small. going down there is kind of out of your way. Maybe putting a medium health kit would make it better to waste the time to go down there, grab the health, and come back up.


Protip! Wall lights, hanging lights, loudspeakers, security fence lights, pipes, etc. should all be non solid or playerclipped depending on the situation. 90% of the time, make them nonsolid. Pipes should be playerclipped (except in things like 1-2 where I often build - it doesn't give me much of an advantage -- DONT FIX THAT ONE). Lights that hang from ceilings should always be nonsolid so that I don't jump up and bounce my head off of them.

You like health kits, don't you? You seem to use a lot of 100% Health Kits in the first two stages, and then move to only the 22.5% Health Kits in the last stage. Spread it out a bit.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
freakishly thorough. thanks for your time.

Now, to go through each and every single one of them
 
Last edited:

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
How do you find all these? Do you look at every prop in the map and try to jump around on it?