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Author Topic: Map Testing maybe?  (Read 11198 times)
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Martham112
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« Reply #15 on: May 25, 2009, 09:50:51 PM »

It's uploaded! Huzzah!

http://forums.tf2maps.net/showthread.php?p=69496#post69496

Now, for a date. Is Wednesday good, or too soon?
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Junta
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« Reply #16 on: May 25, 2009, 11:37:07 PM »

If Dave agrees I'll slap it on Server 2 ASAP and you can play it and invite as many WDG over as you like. Wink
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claws
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« Reply #17 on: May 25, 2009, 11:50:28 PM »

I tried it offline. Some thoughts in no particular order:

o  I couldn't get out of the spawn on my own - neither door opened. I think I (as blue) started in the red spawn?
o  I like the central idea and the wind through the canyon.
o  It feels really big. I mostly play soldier, and I felt you could halve the size of the map without it feeling cramped. I think heavies would find it too large. Might be worth pushing the cart as a soldier on badwater and comparing how long it takes.
o  The central bridge bit is a nice idea. Perhaps the drop should be smaller (into water?). I don't think I can rocket jump up in one go, and some classes would find getting back really tough.
o  A lot of the walls are very high, and it'll be a spam trap.  Its also very open in other places - snipers will have a field day Smiley

I like the layout and what you're doing with it, but personally I feel it might want some rescaling/etc. Hope you don't feel discouraged - a bit of fiddling and it could work really well.
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« Reply #18 on: May 26, 2009, 02:32:34 AM »

Just had a quick whip round, and most of my comments are the same as claws
  • Def needs a condensing in size. Some areas just seem unnecessarly big/long. For instance, some of the wooden ramps leading to higher ground
  • Either the maps needs to be smaller, or the cart needs to move faster. Just tested it, it took 11mins 35secs to get from start to finish with one person. Badwater by comparison takes 4mins
  • I'm Kinda concerned about the final cap outside the red spawn. The reds spawn so close to it and from above. Can't help but feel for that cap it'll be just demos and soldiers spawning on red to spam downwards
  • Bit more cover needed around

THese were just some of the little things I picked up on (also seems the model for the cart is slightly taller than normal, at least you can't hop up onto it form ground level), but on the whole, after some tweaking I think this could be a pretty good map!
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Junta
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« Reply #19 on: May 26, 2009, 08:26:24 AM »

Good work Mama and Claws Wink


PS You guys testing on your own server? Smiley might be easier as soon as I can chuck it on Server 2 then we can put enough people on it to test the sniper / demo spam comments?

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Martham112
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« Reply #20 on: May 26, 2009, 09:47:32 AM »

Ok, so far, these are the things I'll be doing in my second alpha.

Make the cart twice as fast. Let's hope characters will be fast enough.
Shorten the timer a bit. If the cart is faster, it'll be harder to defend for 25 minutes.
More windows.
Sort out the spawns. I'm worried that blu may spawn in red occasionally.
Add cubemaps (they allow reflections to occur. At the moment, reflective materials reflect purple and black squares.)
Player Clip the outer walls. It's technically possible to jump out of the map at the moment.
More signs and posters.
More cover.
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claws
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« Reply #21 on: May 26, 2009, 10:35:42 AM »

Yeah, if the cart runs twice as fast, the poor heavies might never catch it Cheesy
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Martham112
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« Reply #22 on: May 27, 2009, 09:20:01 PM »

Any news on possible dates? Fingers crossed for tomorrow.
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« Reply #23 on: May 27, 2009, 09:27:37 PM »

I'm at home at the moment - so no access to TF2 for me at the moment. I *might* be back tomorrow but it's more likely to be Friday now.

We are also currently having difficulty with Server 2 not updating - not sure if this has been resolved yet or not.
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Junta
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« Reply #24 on: May 28, 2009, 10:20:08 AM »

Server 2 is now updated.
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« Reply #25 on: May 28, 2009, 05:29:16 PM »

Get it on server 2 if u haven't already John.
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« Reply #26 on: May 28, 2009, 09:50:59 PM »

I looked at the map on local server.

Quite an ambitious project for a newbie mapper.
I agree what has been said already: The map is most likely too large. Making the cart move faster will probably not help that. No idea what your background in map-making is, but I suspect you will need an insane amount of time to balance such a large map.

IMHO (and forgive me for being frank) the basic layout is a bit too fancy and the track is unnecessary complicated (far too many curves, too much backtracking into the same territory). No idea what is still missing in regards of buildings, but in a map of that side you will seriously have to use moving spawn-points for both teams  (or create shortcuts like badwater does for the red team). Relying on teleporters alone is not advisable.

Choosing Blue I also spawned in the red respawn (and couldn't leave).

As for playtesting: I might have missed it, but do you have sufficiently health packs and ammo crates in the map? I can't remember having seen them. If not, playtesting will be pointless Wink

My suggestion: If you want to keep the map that way, break it up into 2 or better 3 parts, like Goldrush (which also is basically a single map). Insert smaller bases for cart destination and red respawn. This will solve a lot of your problems, will probably help to make the complicated track work and will be a lot easier to test and balance, since you can do it stage for stage.

PS: Cart speed.
Keep in mind that a team should be able to move with the cart while under (light) attack. IMO the cart should not be faster than a Heavy, but that might be already too fast (I don't think the cart on Valve maps is (much) faster than a Heavy with a spinning gun). Also I would suggest to provide shortcuts so that slower classes (who might have fallen behind in a skirmish) can catch up with the cart again.
« Last Edit: May 28, 2009, 10:01:37 PM by Teatime » Logged

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Martham112
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« Reply #27 on: May 29, 2009, 01:21:19 AM »

I've just reuploaded it to hopefully fixed the spawn problem. Same link as before.
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Junta
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« Reply #28 on: May 29, 2009, 07:34:28 AM »

We'll arrange another test time but we have work being done on Server 2.

Time and date to be agreed to get a few players on it.
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Martham112
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« Reply #29 on: May 29, 2009, 01:29:42 PM »

Well, doing that made another problem. Red now sometimes spawns in Blu.
I asked a pro, and he said I had my entities wrong, so I've sorted that and will test soon. If it works, expect canyon_a1b.


EDIT: It's up. Here's the link. http://forums.tf2maps.net/showthread.php?p=69496#post69496
« Last Edit: May 29, 2009, 05:07:55 PM by Martham112 » Logged
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