[WIP] Contest map: cp_bloodstained

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
I have added your map to my clan's server (IP info in my sig). It is not in the main rotation as of yet. My plan is to switch to your map next time we have a good amount of players and see what the first impressions are.

I ran through it solo yesterday and was impressed with the overall design. A bit dark, but I assume that's because it's a beta. I especially like the pro Blu signs and whatnot.

I hope to have some feedback for you soon. Keep up the good work!
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Finally got the chance to do some playtesting with actual players instead of a solo play-through.

A few random thoughts:
*The timers are very long. When you could end up defending the first stage for 15+ minutes... they could probably be cut in half.
*The third stage is very large. We had problems getting to the front line as defenders before the setup time would lapse, and that was going full-bore towards it.
 

YM

LVL100 YM
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Dec 5, 2007
7,158
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Finally got the chance to do some playtesting with actual players instead of a solo play-through.

A few random thoughts:
*The timers are very long. When you could end up defending the first stage for 15+ minutes... they could probably be cut in half.
*The third stage is very large. We had problems getting to the front line as defenders before the setup time would lapse, and that was going full-bore towards it.

The timers aren't that long, I might reduce them slightly but only by a minute or two max. The trouble is, the game is swayed heavily in favour of the better team, I've actually (for the first two rounds especially) made an incredibly balanced map, that is, if the better team is defending the attackers have to get a really lucky break. if the better team are attacking then the defenders really have to up their game if they want to survive.
The downside to this is that two evenly matched teams will dig in and end up in near stalemates, unfortunatly because its round based sudden death is out of the question :( (I like sudden death)

Its easy to get a sentery gun up and running before the attackers reach point 1 on the last round, if you don't build a teleport(which are important) or a dispencer (also knowing where ammo packs helps LOADS). I've increased the distance that the attackers have to run from their spawn to the gates that block them in startup, this will not affect the first rush but if the defenders can hold off the first wave (very possible, I've done it many times) then any defender who died in that rush has a better chance of getting to the front line to deal with the next wave of attackers (which are now hindered by the increased distance)
Basically, if you have more than one or two new players to the map then the defenders will quickly loose the first point but once all the players know exactly how to get there it should be a much better defence.
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
I've learned that most of the players dont think as a team, so you have to keep in mind, what if there aren't teleporters or engi's that put up sg's etc.
 

Koei

L4: Comfortable Member
Feb 23, 2008
186
4
I've learned that most of the players dont think as a team, so you have to keep in mind, what if there aren't teleporters or engi's that put up sg's etc.

Well, then they lose the first point in seconds. Same goes for Dustbowl stage 1. Gravelpit A. So I don't really see the problem with it.
 

YM

LVL100 YM
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Dec 5, 2007
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Yeah people have learnt that there are things you have to do on dustbowl, people will learn that there are things you have to do on bloodstained
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Finally got the chance to do some playtesting with actual players instead of a solo play-through.

A few random thoughts:
*The timers are very long. When you could end up defending the first stage for 15+ minutes... they could probably be cut in half.
*The third stage is very large. We had problems getting to the front line as defenders before the setup time would lapse, and that was going full-bore towards it.

Remember the last point in Dustbowl frequently goes up to 20 mins... I think it should be fine,
 

YM

LVL100 YM
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Dec 5, 2007
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I did that, but then I played last night and they were working for me! I don't know if they worked for anyone else, but its not really an issue now, its just because I forgot to change the file name from _a6 to _b1 before building cubemaps won't happen for future versions because they will all have the right name.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
^^ Youme where did you go yesterday? Did a run through and you... ran away =p
 

YM

LVL100 YM
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Dec 5, 2007
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uh I think I said one round, which you then won, so I left ;)
Something to watch on telly probably - Its rare but it happens occasionally
 

YM

LVL100 YM
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Dec 5, 2007
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Downloads: A new file has been added by Youme:

CP_bloodstained_b2

Second beta release.

Changes:-

-Vastly reduced file size
-Generally improved details everywhere
-fixed model textures and visible nodraws
-Adjusted timers slightly
-Increased distance between red sapwn in stage 3 and the start up gates to improve the quality of that stage.
-Adjusted capture point timers slightly
-Slight displacement tweaks, fixed missalignments in multiple places
-Improved lighting in a few places - note - most lighting is still very much unfinished
-Textured a few more areas

Updated to _b2
 

DJive

Cake or Death?
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Dec 20, 2007
1,465
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_b1 on the server still!! *gasp*

=p

Cant wait to try this one out =)
 

YM

LVL100 YM
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Dec 5, 2007
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_b1 on the server still!! *gasp*

lol, once the rotation goes round another rotate, or someone changes to _b2 manualy then it will only play _b2, just be patient! lol

Not much has actually changed, well, not a huge ammount, the change log is deceptive.
 

YM

LVL100 YM
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Dec 5, 2007
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Not much change...I left in a brush I used to seal the map, which completely broke the whole thing, I don't believe I didn't pick it up before i submitted it, I've removed the file for now to make sure no one downloads this pointless file, I'll get it re-compiled tomorrow and re uploaded. I've also removed it from our server rotation so don't worry, unless you've played it in the last hour or so you'll never have to play this broken version.
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
We just had a big map-test session on our server, with beta 1, people like it but no team took the second point on the first map, and i'm not talking poeple passing thru the server, it was 24 true player each team on a TS channel and it was quite impossible to win (maybe the defense spawn is too close from the point).
Still the map receive a 78% approuved vote, i'm waiting for the b2 to put it on the servers and give more feedback since it will be played several times each day.
 

MacNetron

L5: Dapper Member
Dec 12, 2007
203
47
Not much change...I left in a brush I used to seal the map, which completely broke the whole thing, I don't believe I didn't pick it up before i submitted it, I've removed the file for now to make sure no one downloads this pointless file, I'll get it re-compiled tomorrow and re uploaded. I've also removed it from our server rotation so don't worry, unless you've played it in the last hour or so you'll never have to play this broken version.
Yeah, we lost that round quite easily:
cp_bloodstained_b20001.jpg


We just had a big map-test session on our server, with beta 1, people like it but no team took the second point on the first map, and i'm not talking poeple passing thru the server, it was 24 true player each team on a TS channel and it was quite impossible to win (maybe the defense spawn is too close from the point).
Still the map receive a 78% approuved vote, i'm waiting for the b2 to put it on the servers and give more feedback since it will be played several times each day.
Then you had 2 good balanced teams. Yesterday I played it a couple of times and my team was unable to defend it 3 times. On the other hand, we didn't captured it. Other team used 3 medics to uber on almost the same time. I was the only medic on my team.
 

YM

LVL100 YM
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Dec 5, 2007
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Yeah, we lost that round quite easily:
At least you got to see round 3 then :p


I have actually adjusted the capture point times on all of the points, just to make things play slightly better, only time will tell ;)
 
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Colt Seavers

L6: Sharp Member
Dec 30, 2007
288
82
i'd really encourage you all to hop on the Playground Teamplay server to see how this map can play ;) i guess its cos we've played it since the a1 release, but seriously (and my apologies for bias here) it's with the most popular customs on the server even in beta along with Vertigo, Castle3, Ignition and Turbine.

The second cap can be taken quite effectively if you really work as a team and time your ubers. One demo man is enough to take out all the sentries due to the area size, and a second can easily advance to the spawn point to hold off the next wave effectively till it's capped.

I appreciate a map shouldn't need 24 very familiar players to work though - so maybe the tweaks you've made will be just the job. Personally find the map difficult to fault - except that if it comes on at 11.45pm i know i'm in for a late night :lol: