weapons_facility

Discussion in 'Map Factory' started by (-TN-) Ben2, Jul 8, 2009.

  1. (-TN-) Ben2

    (-TN-) Ben2 L4: Comfortable Member

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    Weapons Facility, mapped by (-TN-)Ben2 (me)

    Weapons facility is an industrial themed map that takes place during night. It is single stage like badwater.

    thansk to:
    Ba Baracus B3 - helped when I was having trouble getting things to work, and map hosting
    Rexy - forklift model
    everyone at tf2maps.net
    (-TN-)DWN - map hosting
    I fling poo - map hosting
     
    Last edited: Apr 9, 2012
  2. (-TN-) Ben2

    (-TN-) Ben2 L4: Comfortable Member

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  3. (-TN-) Ben2

    (-TN-) Ben2 L4: Comfortable Member

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    re-uploaded new file, other one was broken.
     
  4. StickZer0

    aa StickZer0 💙💙💃💙💙

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    I had a runthrough it by myself and it looks like a solid start, but there is still much work to be done. With the large rocks at the beginning, I would maybe suggest turning them around so defensive spies orsoldiers can stand on top?

    I would say a second spawn for blu inbetween the second and third cap would help tremendously with the really long run from cap 1 to 4.
    The map feels really open, especially in the first and second stage, and a little bit cramped on the last. Try adding some more cover in the first stage.
    Overall this maplooks like it could be quite fun to play if completed properly, but at the moment it is fairly shabby and dull
     
  5. (-TN-) Ben2

    (-TN-) Ben2 L4: Comfortable Member

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    thanks for feedback, remember its an alpha, so it still needs work, but i will take in to consideration your suggestions
     
  6. (-TN-) Ben2

    (-TN-) Ben2 L4: Comfortable Member

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    alpha 6 up and good to go, have fun
     
  7. (-TN-) Ben2

    (-TN-) Ben2 L4: Comfortable Member

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  8. littleedge

    aa littleedge L1111: Clipping Guru

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  9. (-TN-) Ben2

    (-TN-) Ben2 L4: Comfortable Member

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    thanks little ill fix what i can.
     
  10. PenPen

    PenPen L5: Dapper Member

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    Had an issue with getting points as red, where I think I get captures counted instead of kills when I killed off someone.

    Blu spawn is unfortunately campable since there's only two exits, and they aren't really far apart. You can make a third exit somewhere else to mitigate that.

    And yeah, the lack of items is kinda bad.
     
  11. Nineaxis

    aa Nineaxis Quack Doctor

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    Felt very large and open at the start of the map, and by the end it was a little too narrow. The RED forward spawn should be locked after it is disabled, I was able to make my way back to it as Engineer, hide inside, and after BLU was farther down the track started setting up a sentry behind them.

    Final cap needs to not necessarily be bigger, but needs more playable space. Don't just make the end area larger, add more routes into it and more space for people to move around.
     
  12. (-TN-) Ben2

    (-TN-) Ben2 L4: Comfortable Member

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    updated to alpha 7, i took care of some of the issues u guys posted
     
  13. (-TN-) Ben2

    (-TN-) Ben2 L4: Comfortable Member

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    alpha 8 is up, i hope to get it in a gameday testing soon
     
  14. PenPen

    PenPen L5: Dapper Member

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    Well it's better than the last version (save for the exploit, fix plz), but you need to make those 'barbed fences' in the future with blu's spawn room exit. Currently just having the spawn room visualizer looks weird. The rocks outside blu spawn can get people stuck if they somehow got there, and there's a broken rock over there (reposition the rocks). Also cover up the cart drop area as well in the final point.

    There's also a missing texture near the final point on the high balcony. That's all I have so far.
     
  15. Jack Riguel

    Jack Riguel L10: Glamorous Member

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    Right. Looks like you know the floor problem so no need to bug you about that.

    For such a long PL map (especially for RED team when coming from spawn) There is very little heath (or easily findable health) in the map. I think I only found a single small health kit on the entire test.

    Secondly, there are quite a few gaps in the floor where players go from room to room and can see under the map. Make sure you've got the grid-lock on so these can get lined up.

    Also, a lot of the red "no spawn entry" signs are visible by all team members. BLU's first spawn also has no door, so it appears that the team can leave the spawn during the round-start when they really can't.

    Normally I'd show pictures with these but I think I mentioned all these things during the gameday (as they were probably also mentioned by others) so you should already know this. Just reminding ya.
     
  16. (-TN-) Ben2

    (-TN-) Ben2 L4: Comfortable Member

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    thanks, for feedback, it seems like the main issues people were having were just stupid things i forgot about
     
  17. (-TN-) Ben2

    (-TN-) Ben2 L4: Comfortable Member

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    alpha 11 fixed those bugs and added detail, made it a bit less laggy
    downlaod available now, and its free!
     
  18. (-TN-) Ben2

    (-TN-) Ben2 L4: Comfortable Member

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    beta 1 up, it runs fine, feel free to put it on a server
     
  19. (-TN-) Ben2

    (-TN-) Ben2 L4: Comfortable Member

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    New version is up and it is improved so much over the last version! Ive added a completely new section to the map it is now no longer a mini payload map, it is full size.
     
  20. (-TN-) Ben2

    (-TN-) Ben2 L4: Comfortable Member

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    I would really appreciate some feedback if you guys could take a screenshot of areas that have problems or leave notes that would be great