[WIP] pl_vipersden

Discussion in 'WIP (Work in Progress)' started by Termaximus, Nov 8, 2008.

  1. AWESOME-O

    AWESOME-O L10: Glamorous Member

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    awesome!
    You should make blu's and red's on the gallow, and if red wins the blu gets gallowed, if blu wins red model gets gallowed.
    That is epic
     
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  2. Termaximus

    Termaximus L5: Dapper Member

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    Well if Blue wins there is the explosion, but we have thought about heaving the imprisoned Medic and Heavy, in Red town jail, taken to gallows somehow (not too graphic) if Red wins.
     
  3. oxy

    oxy L5: Dapper Member

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    I love Zapp and Rodger!
     
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  4. Termaximus

    Termaximus L5: Dapper Member

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    Like our motto says, "The func_train has left the station." Jive Turkey is working on integrating some opening funk tunes to the start of map.
     
  5. Termaximus

    Termaximus L5: Dapper Member

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    Got busy with the real world and don't have enough time to get pl_VipersDen_b2 out tonight. It is ready, besides packing, and will definitely be out tomorrow. Look for it here in the map download section.
     
  6. Termaximus

    Termaximus L5: Dapper Member

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    :woot: Beta 2.0, featuring the Viper Cart, Uploaded


    Major bug found. Release pulled.
     
    Last edited: Feb 28, 2009
  7. Termaximus

    Termaximus L5: Dapper Member

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    [Release] pl_VipersDen_b2

    Forget to update thread. I did get VipersDen_b2 released late on Saturday. Gameplay (team balance, class balance, etc) is really nice IMHO. We are now focusing on detail, and although b2 isn't too bad to look at, b3 will be much nicer.

    Download: pl_VipersDen_b2

    Remember to leave feedback in this thread if you play it.
     
  8. Termaximus

    Termaximus L5: Dapper Member

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    Gameplay footage vidoes and bella 3D Skybox

    Here are a couple videos of pl_vipersden_b2 in action, from a play test this prior Wednesday night.

    [ame="http://www.youtube.com/watch?v=0gFl-WRkrSE"]Gameplay Footage 1[/ame]
    [ame="http://www.youtube.com/watch?v=_wuQIzvky4M"]Gameplay Footage[/ame]

    Jive Turkey's Latest Masterpiece - pl_VipersDen's 3D Skybox

    [​IMG]

    Is that not a work of art? The kid has skillz.
     
  9. Cerious

    Cerious L7: Fancy Member

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    I'm kinda confused why you have an alpine skybox in a desert map. A desert... in a forest?
     
  10. Vander

    Vander L8: Fancy Shmancy Member

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    The desert has to end at some point. Why not next to a forest?
     
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  11. Vigilante212

    Vigilante212 L7: Fancy Member

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    it should be more of a scrub brush forset not a pine tree one :)
     
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  12. TMP

    aa TMP Abuser of Site Rules

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    I'm not liking it. The colors contrast too much in the skybox, going from a bright ground to a blu-green tree to a grey dam with green-blue water, all behind an orange sky.
     
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  13. MungoKing

    MungoKing L3: Member

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    Hey, played the map on a 32 man server, though I think it was around 24-28 people at the time, the main issue is just some graphical oddities. For one, you have your skybox extending so far that when you're on that vantage point in between the 'V' of the map you can see who/what is in all the caves of the map, so just pull in the skybox a bit. Also you used a model texture somewhere in that high-up area. The one building that is connected to spawn that is just ridiculously huge, I think it's supposed to be a barn or something? Maybe tone it down a bit. That brings me to the next thing; the map seems overly large, it's good to have height advantages, but not when falling off of them causes 50 damage, and all classes can reach the really large height advantages. So in the middle high-up area of the 'V' maybe have what is now reachable by all classes only reachable by demo's/ soldiers/scouts and maybe have a slightly lower down area that is reachable by all classes to make the point of the 'V' less of a chokepoint. Hope that helps!
     
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  14. Termaximus

    Termaximus L5: Dapper Member

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    As Vander said it is where the forest meets the desert. Perhaps the dam is what caused the desert? This is why its a forest and not scrub tree, because the area behind the dam is verdant.

    @ magical potato - really? I think its pretty nice. I agree sharp contrast needs to be toned down a bit. Remember it is a work in progress.

    @ Mungoking - Thanks for extended feedback. Can you tell me how many rounds you played and how Blue/Red balance was? As for visual issues, we are working to fix these and most should be gone in b3. As for height issue, this was intentional and while I agree all classes can reach many height advantage areas, it does take longer for them to get there. We will pull up ground some in areas so Red can drop w/o damage.
     
  15. MungoKing

    MungoKing L3: Member

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    I think I was in for one round before the map change, playing defensive scout (which, by the way, is really fun ;P) And I was mainly looking for graphical oddities while I was playing since it's one of the easier things to spot, and easier things to miss as a mapper. Balance seemed pretty good, once the Blue team destroyed all the sentries overlooking the point of the 'V' they got past that chokepoint and proceeded to get very close to capping the last point, but didn't. And the announcer kept saying "The payload is reaching the final checkpoint!" everytime someone touched it. Not sure if that's a map glitch or just a TF2 glitch, so I wouldn't freak out about it just yet. As far as pulling up some areas so red can drop down; Might be good, or it might unbalance the gameplay and make the 'V' point even more of a chokepoint I'd play around with raising the ground around that or lowering the vantage points. Once again, hope that helps!
     
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  16. Termaximus

    Termaximus L5: Dapper Member

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    Mungoking, thanks for the additional info. We found the same thing with our play tests, that balance was overall good and it was often a hard fight to the very end. The sound glitch is something we plan to fix.

    This WIP has been archived: visit VipersDen Map page for updates.
     
    Last edited: Mar 17, 2009