wastedmeerkat

Discussion in 'Map Factory' started by WastedMeerkat, Jan 17, 2010.

  1. WastedMeerkat

    WastedMeerkat L3: Member

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    This is my contest entry and my first released TF2 map. Any name suggestions are welcome, and please tell me what you think of it.

    After spending a few days rigging up touch return CTF and getting grounded for 2 weeks in the process, Valve made an update that made it so much easier. You better enjoy it. 20 second return time, and the flag returns on touch.
     
    Last edited: Jan 30, 2010
  2. Colt Seavers

    Colt Seavers L6: Sharp Member

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    looks like a solid start - love the overhead view of the map btw - geometrically pleasing 8) Middle area seems ok - need somewhere for battles over the intel :)
     
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  3. martijntje

    martijntje L8: Fancy Shmancy Member

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    Use a different texture on walls and floors, even if you use a orange dev texture it make it prettier and on top of that, It makes everything more recognisable especially in hammer.
     
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  4. Ghettobarney

    Ghettobarney L1: Registered

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    Hey meerkat, didn't know you mapped. Personally I think there should be large areas with more cover, as it is it seems like there would be too many choke points which would lead to a lot of stalemates.
     
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  5. WastedMeerkat

    WastedMeerkat L3: Member

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    Were you googling me again, Ghetto?
     
  6. absurdistof

    aa absurdistof

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    The layout looks solid, my only concern is the spawns. There looks to be only one route into the flag room right now. This means it will be extremely campable, and comp players are very proficient at this.

    Secondly, since the spawn room looks directly attached to the flag/capture room, whichever it is, the home team will be able to provide a LOT of fast defense in that area, which slows gameplay.
     
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    Last edited: Jan 17, 2010
  7. WastedMeerkat

    WastedMeerkat L3: Member

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    Updated. Check the changelog.
     
    Last edited: Jan 30, 2010
  8. absurdistof

    aa absurdistof

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    Alright got some screens from the playtest.

    Don't playerclip this. Take either the playerclips or the buildings out.

    [​IMG]


    You said/were talking about some non-90 degree angles, so I halved it and considered myself creative. Key: Yellow is the upper level, and you can move the 1-way door to the wall right next to the ramp on the left.

    [​IMG]



    A quick adjustment I thought you could do to the courtyard.

    [​IMG]


    HUUUUGE Game-breaking sight line right here. :p

    [​IMG]


    A quick adjustment I thought the flag room could stand, first pic is from the inside, the second one is from the outside.

    [​IMG]
    [​IMG]

    EDIT: Also, some health and ammo in available places aside from mid really couldn't hurt, especially in the courtyard.
     
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    Last edited: Feb 3, 2010
  9. Mr.Late

    Mr.Late L7: Fancy Member

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    -The one-way doors are pretty buggy and annoying.
    -I think this map is too big for 6v6, you should make some layout changes.
     
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  10. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Some of your door props aren't parented to the door, particularly the long exit from spawn, dunno about others. What the hell is up with the flag mechanic? We finally figured out it is touch-return, but the flag would randomly drop for seemingly no reason as people carried it.
     
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  11. WastedMeerkat

    WastedMeerkat L3: Member

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    Booj, I've seen that before, but I've also seen the doors work. It's really strange. I'll put in a safeguard against the flag dropping since Valve's OnTouchSameTeam output seems to be the problem. I'll also try putting a trigger parented to the flag that displays a "Touch the flag to return it to the base" message. I'll also have to just copy the doors straight from Pipeline if they're going to be that much of a pain.
     
    Last edited: Feb 3, 2010
  12. honorum646

    honorum646 L6: Sharp Member

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    The doors shouldn't be that hard, just make a normal door and instead of having the trigger_multiple on both sides of the door just put it on one side. :)
     
  13. absurdistof

    aa absurdistof

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    Suggestion for mid:
    [​IMG]

    Dashed line represents something under, the squares in the middle building represent what I think should be the only walls holding it up, red '+' is health, brown deformality is ammo.