[WIP]cp_timber_a1

Discussion in 'WIP (Work in Progress)' started by cornontheCoD, Nov 28, 2008.

  1. cornontheCoD

    cornontheCoD L7: Fancy Member

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    Here it is, my first release of my gravlepit-like map. It is gravelpit style, but this time, it is in an alpine setting. This version is mostly for playtesting for balance, bugs, etc.

    If someone could download it to check to see if the custom models and textures work, that would be great.

    I will probably try to get this in on the next gameday

    feedback appreciated

    http://forums.tf2maps.net/downloads.php?do=file&id=819

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    Last edited: Nov 28, 2008
  2. toutfou

    toutfou L3: Member

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    If you want to check that they work, simply rename your model & material folders in the TF directory, load up the game and see if they're there.
     
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  3. cornontheCoD

    cornontheCoD L7: Fancy Member

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    IMPORTANT NOTE: The few people who downloaded it, this file has been edited to get a few of the custom textures working. The name has not changed. Maps do not overwrite, so please manually delete the old one and redownload. sorry for the inconvenience
     
  4. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    It's better to keep alpha's to yourself and only release them when you want it tested. When releasing beta's make sure that everything is as it should be to avoid these problems as it is incredibly frustrating for players. You'll obviously need to be more thorough with your beta releases than your alpha's to make sure that doesn't happen. I know i know, it's a pain but necassery task.

    But.. being in the early stages it wont have so much of an impact as i'm sure it wont be long before a beta outdates this and is no longer a problem.
     
  5. cornontheCoD

    cornontheCoD L7: Fancy Member

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    eh, I got it fixed, only 2 people had downloaded the earlier version.

    I had pakrat'd everything (I though), so I released it. I then tested to see if the materials were working, and most of them were, except for some textures on models. so I needed to fix that. I know, I should have checked it before I released it, but I didn't know how to check something like that. as you can see in the thread, now I know how to, and will be more thorough with my checks

    edit: and I am having this one tested on gameday
     
  6. cornontheCoD

    cornontheCoD L7: Fancy Member

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    could I get the title of the topic changed? I just meant to put [WIP]cp_timber, not the a1. I would like to keep the topic updated even when I get into further stages
     
  7. luxatile

    aa luxatile deer

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    I didn't get to play this a lot yesterday since I had to leave about 15 minutes in, which means I did't even get to see A or B more than once thanks to the incredibly short cap times. C seems to big in all ways, both vertically and horizontally. It felt like I never had a chance to get to the Control Point and defend if a Scout was trying to cap it. I was also able to snipe people in B when I was in C, so you should probably add something inbetween. An entire building, for example.

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    Many of the doors were like this. Looks like you forgot the door frame model?

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    This is in huge need of signage, since one way leads to A and the other leads back to C (which is where I came from).
     
  8. MrAlBobo

    MrAlBobo L13: Stunning Member

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    just to have this in written form...im sure lots of people told you this in the game, but cap times were too fast and it was a major sniperfest

    on the other side though...i really like the idea of difficult to see through water right under the final cap, really gave me something fun to do as an offense engie ;) far too few people allow for some excellent teleporter spots in their maps
     
  9. cornontheCoD

    cornontheCoD L7: Fancy Member

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    thanks for the feedback guys.

    the doors are just temporary. since its a1, I am just worried about gameplay/balance, not about the looks just yet. I know now that there are some big changes I need to make, such as cap times, shrinking C, etc. without this test, I never would have known cap times were waaaay too short. Also, I have realized that there is a direct line of sight from red's spawn to C, which is not good once I raise the capping time.