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VSH Weapons Lab a22_23w15b

LizardOfOz

Hale's Own Programmer
aa
Sep 7, 2022
326
105
LizardOfOz updated Weapons Lab with a new update entry:

a13

* Weapons Lab is back! Now there's both Action Star and Weapons Lab.
* Mercs can pick up Supply Crates which provide Totally-Not-Spells abilities.
* Hale New Abilities have been removed in favor of Rage.
* Rage now grants a 8-second Uber-charge, as opposed to Stun.
* Weightdown still exists, but deals no damage. As it was in the plugin.
* Medic's HUD displays the Healing done instead of Damage.
* More map logic moved to VScript.
* Hale now gets flat 1100HP per player.
* Death pits deal flat...

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LizardOfOz

Hale's Own Programmer
aa
Sep 7, 2022
326
105
LizardOfOz updated Weapons Lab with a new update entry:

a15

* Restored Hale's Mobility Abilities (Charge, Slam and Saxton PUNCH!)
* Tweaks to the list of available Upgrades.
* Hale gets suspended mid-air while winding up the charge.
* Hale's damage against buildings reduced to normal 195.
* Jarate temporarily removed. Will balance it later.
* Hale will automatically Jump out after being stunned for 4 seconds in a row.
* Hopefully fixed bugs of some MvM upgrades persisting between rounds.
* Upgrade Station is available for an indefinite time.
*...

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LizardOfOz

Hale's Own Programmer
aa
Sep 7, 2022
326
105
LizardOfOz updated Weapons Lab with a new update entry:

a17

* New Casual-Compatible Round System.
* Removed MvM Upgrade Station.
* Removed Ability Crates.
* Fixed Charge sometimes not working.
* Fixed the Slow effects (Natasha, Sandman) counting as Stun for Hale's Stun Breakout.
* Slam radius increased (400->600).
* Slam's Weightdown is now turned on and off instantaneously (by holding/releasing crouch mid-air).
* Fixed Damage Counter inaccuracies.
* Hale's Slam is non-lethal if it'd deal 30 or less damage.
* Fixed a bug when the round doesn't end if...

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LizardOfOz

Hale's Own Programmer
aa
Sep 7, 2022
326
105
LizardOfOz updated Weapons Lab with a new update entry:

23w10a

23w10a:
* Completely new map layout inspired by Doom Eternal and vsh_penance.
* New third- and first- person animations and particles for Saxton. Credits to Velly and Maxxy.
* Melee wall climb - a custom ability for all classes. Watch your health!
* Fixed a bug when Hale could punch during Charge and Slam.

23w09b:
* Hale's health changed from N*1000 to N*N*40 + 400.
* Hale's speed starts at 322hu/s and ramps up to 522 as he takes damage, reaching the max speed at 25% HP left.
* Fixed a bug...

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AlexEatDonut

L3: Member
May 9, 2018
133
54
I don't frequently do that, but tonight i feel like giving some insight into this map.
During the playtest i felt that the others don't really want to play, but i sure as hell wanted to.
So i have decided to do my annual reverse engineering to give some insight that you might appreciate.


The general layout.​

The layout feels awkward at first and is really weird to get used to. It probably boils down to the control point not being in the middle and being kind out of the way. I personally feel that the control point should be a focus of a map.

1.png


While a few things troubles me, the layout works. As mentionned by others during playtest, the high ground is favored by litterally everyone. Yes it is good as the team to have stronghold area, but that makes the rounds boring as people feel like they absolutly need to get up there to win.

I wanted to try and change a few things around but couldn't figure out a good compromise. So I will point out a few unrelated things first.


Minor issues​



2.png


While this did not occur to me as weird during gameplay, it might be because i never bothered to even look at it. This does nothing but make the navigation sort of weird. Maybe add glass around the prop and make the prop non solid and see if people start using it.


3.png


This ledge did not feel like it was "wide enough".
Don't get me wrong, it is wide enough for people to walk around, but it did feel wrong when using this. It felt like using an unintentionnal ledge.
I made it a bit larger, and maybe that would be fine. You be the judge.

4.png



5.png


This player clip makes me really sad. I pointed it out in feedback round but i decided to also give you new ideas.
I decided to lower a part of the map and to add a ramp. Do what you want of this idea.

6.png


The saxton spawn​

One thing I believe this map fails is to indicate where saxton spawns. He spawns almost right next to the enemy team, even if in the air and on a timer.

7.png

I decided to use my previous theoretical changes to move his spawn location, but my idea is that he would spawn around this general area in a blue distintive box to warn players.

8.png



Clutter to remove / adjust.

Remove these boxes, it's annoying, and add clips to the trucks thx <3.

9.png
10.png




Empowering both teams​


VSH should be about empowering both Saxton as a one man army and the mercs by making sure each of them have a chance at defeating Saxton. Obviously, you know that, but apart from the high ground, nothing in this map does that.

So i'd recommand a few things :
  • Make a path to higher and higher ground.
  • Current high ground is a first step, but is lower than right now
I too the libery of being a bit silly and making very bad gameplay geometry to show off what i mean :

11.png


This could be interesting. Forcing players to commit to a higher ground could lead to more possibilties for players :
  • Do you want to be easier to reach but have access to high ground
  • Do you want to be harder to reach but having to commit and needing to ether take fall damage to get pickups or escape a jumpy Hale
Applying this to a few more areas of the map could spice up the gameplay and get players that complain about doing the same thing a little more to do.


I hope i helped getting you ideas. Can't wait for weapons to be changed. I believe getting the weapons changes should be higher priority than the map itself. Who knows they could fix the map by themselfs...

Good luck mapping !!
 

LizardOfOz

Hale's Own Programmer
aa
Sep 7, 2022
326
105
LizardOfOz updated Weapons Lab with a new update entry:

23w11a

* Layout changes (version 3.0 pretty much).
* More Merc changes:
** Demo Shield blocks a single blow and breaks.
** Market Garden deals 150% of your Damage Quota.
** Uber-charge build-up rate is double for all mediguns.
** Wall-climb (available on all classes) now consumes no health.
* Fixed(?) a bug when damage table doesn't get displayed in chat.

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LizardOfOz

Hale's Own Programmer
aa
Sep 7, 2022
326
105
LizardOfOz updated Weapons Lab with a new update entry:

a19_23w12a

* Better handling of changing class in VSH.
** E.g. No dying because "Suicide on changing class" is enabled.
** Round now technically count as sudden death.
* Sentries get disabled upon Hale's victory
* Fixed(?) TF2Maps feedback round not triggering sometimes.
* Reduced the damage falloff of Saxton PUNCH!.
* Less baileys.

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LizardOfOz

Hale's Own Programmer
aa
Sep 7, 2022
326
105
LizardOfOz updated Weapons Lab with a new update entry:

a19_23w12b

* All Eyelander reskins gain heads on hit.
* Sentry gets an assist every 500 damage (for Frontier Justice crits).
* Airstrike gets an extra rocket for every 500 damage done with the weapon.
* Jarate and Sydney Sleeper are back! The only nerf: the effect duration is halved.
* Marked for Death duration is also halved.
* New glow Aura for Hale.
* Saxton PUNCH! Ready VFX.
* Mid-air Charge wind-up animation.
* Demo shields don't break from AoE attacks anymore (nor do they block it).

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LizardOfOz

Hale's Own Programmer
aa
Sep 7, 2022
326
105
LizardOfOz updated Weapons Lab with a new update entry:

a21_23w15a

Map a21:
* Moved Spawn to the new building.

VSH 23w15a:
* Hale's HP was reduced (N went from 40 -> 30)
* Updated Assets
** Saxton PUNCH! is now left-handed for reasons.
** Slam first-person animations.
** New Saxton PUNCH! first-person animation.
* Improved and fixed Melee Wall Climbing.
* Fixed bugs related to joining mid-round.
* Fixed bugs related duels.
* Removed custom round logic in favor of stock.
* Fixed a bug when Hale could use a minigun.
* Backstabs and Market Gardens now deal...

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