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Author Topic: TF2 Beta  (Read 50228 times)
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Leftism
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« Reply #45 on: December 05, 2010, 02:48:20 AM »

Are you a pub medic? Are you tired of heavies spamming their e button? Are you at the end of your patience with people blaming you for "letting them die"? Are you fed up of useless uber targets and people who don't care about your safety?

Pick up Leftism's new book just in time for Christmas: "FUCK THAT WANKER AND RUN!"

Yes, in one easy step - you can become a pro Medic; topping scoreboards more often.

Free hat with every pre-order.
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CruelCow
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Move along. Nobody suspicious is here.


« Reply #46 on: December 05, 2010, 02:50:55 AM »

preorders
Where's mah hat?
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Bl4ck
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« Reply #47 on: December 05, 2010, 09:38:45 AM »

On your Avatar.
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« Reply #48 on: December 05, 2010, 11:30:53 AM »

need a medic? tell lefti to get his ass on mumble and pocket you... works for me Cheesy

That's right lefti, you're my bitch Cheesy
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Leftism
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« Reply #49 on: December 05, 2010, 01:47:24 PM »

preorders
Where's mah hat?

ToC: If you have a Wiki Cap. You're not allowed one.

need a medic? tell lefti to get his ass on mumble and pocket you... works for me Cheesy

That's right lefti, you're my bitch Cheesy

But...but...but...

D:

Anyway, back to this beta business.

I did spend a lot of time last night finalising details for my second attempt to "improving" 5Gorge and once again through crappy drawn annotations, but with some obvious clone stamp abuse in places where I wanted to remove stuff. We shall start with the most important point of a 5 CP map, mid.

Mid

Yeah, so if you can see what I've done here then grats. Grin

For the majority of you, I shall explain: Mid, as it is, is very easy to defend considering the height advantage offered around the whole point. To fix this, the point has been elevated and connected to the "ground level" of the map. However, I've only added barriers in two corners of the platform to allow for Scouts to double jump from the bit where the barriers around the point stop to allow for easier jumping onto the point. Same thing as before with the ramp onto the enemy Sniper deck to the left. Another thing that I have taken out is the "double decker" point here as it makes it too easy to cap mid by the looks of it (cheers Dibble for the thought!).

Underneath the point is still my idea for having a route that goes directly under the point to allow for flanking classes (Scouts, Pyros, Spies, etc) to slip behind the enemy lines undetected.

Elsewhere, I've moved 2nd forward spawn (when you've capped 2nd/4th point) back to mid (spawn door is indicated by the green box, basically replacing the computers that were there originally) as I felt where it was currently is too OP for the attacking team.

The little purple cross indicates where I wish to have a small/medium health kit underneath the point and the yellow cross near the crate indicates where I would like to see a small ammo pack as well.

2nd/4th Point

BEHOLD MY RUBBISH PHOTOSHOPPING SKILLZ!

Anyway, for starters the 2nd forward spawn has been moved back.

The point and the immediate area around the point I've tried to make more Scout friendly than it was with the railings around the point taken away and I've added some rubble in the gully to allow for Scouts to jump onto the point rather than walking around. I've also opened up the right side door more to make it less choke-like -- It's still a choke point, but it should be easier for teams to push through and vice versa. I've added some debris infront of the door to act as cover for attacking and defending teams to use.

Last (from front) | Last (from back) | Last (from left spawn)

Last was pretty much the point that needed a lot of attention. Valve pretty much sporked the final cap from the A/D version meaning that pushers onto last benefit from the vantage points. I wanted to keep these points but make it easier to defend and also some little cliques that should make it easier to counter attack.

The first picture sees the PoV from the attacking team on their right. This is the area that arguably needs attention -- The spawn gate is lower than the CP and there are obstacles between the spawn and the CP - No. Firstly, I have moved the crates nearest to the camera foward a bit to act more as cover than a means to block defenders from the point and also added some stairs/ramp to allow for classes that can't jump far (basically, everything bar Demo, Solly and Scout) immediate access to the CP.

The far right spawn door I've decided should be blocked off and removed because in the 30-odd rounds I've played of it nobody ever seems to use the door -- Not even Snipers. Some changes have also been made to the hut to the left, although some of the changes I'll discuss later, the Medium Health Pack and Full Ammo crate I'm wondering whether it should be split and scattered or just left as it is.

Now, from the defending team's view, the 2nd picture really is a little complex. Mentioned previously, the moved boxes do provide some cover for defending the left doorway. The steel wire roll thing has been moved back to allow for people to have easy access to the lower of the two crates at the back of the point. Because I was stupid and saved over the original Screencap, my original idea for raising the area around the point as still there. It wasn't on the previous one because I wasn't sure after I looked at it again whether it would be appropriate -- still thoughts on this would be nice. The lower doors have also been widen to make them less spammable.

The ramp connecting to Sniper deck as been moved to allow for easier access for the defending team and, unintentionally makes for decent cover for the attacking team. In the enclosed room on the Sniper deck I've added a drop down (see the yellow bit) which should make it easier for flanks. The hut to the right has also been looked at with the ladder switching sides and a sheet added to the roof so there is some cover on the roof from Snipers. The door facing the attacking has been removed and a door facing the defending team has been made, making access to the "goodies" inside the house easier to reach.

The blue bit marks where I wasn't sure what to add there. I really want to see that door used, but I'm unsure how to go about changes with that door at the moment. Suggestions/Ideas would be appreciated. Grin

Finally, the last picture is just a view from of the left spawn gate of the changes.

So yeah, anybody have any thoughts? Tongue


 
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Malliott
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« Reply #50 on: December 05, 2010, 06:36:08 PM »

*Whatever Leftism wrote*

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Naftman
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The medic who just talks too damn much.


« Reply #51 on: December 06, 2010, 12:02:45 PM »

"FUCK THAT WANKER AND RUN!"

Put me down for 2.

Also, I'm your pocket medic if:
1) You have a positive kill/death ratio
2) You are able to stop "hurr-durr-imma-charge-in-frontal-assault-wise" pyro's
3) You are able to obliterate "trolololo-push-my-force-o-nature-in-your-ass-lol" scouts who attack me
4) Are not out dodged by scouts
5) Are more than 15 years old
« Last Edit: December 06, 2010, 02:33:35 PM by Naftman » Logged

Power


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I like... babies?


« Reply #52 on: December 06, 2010, 12:20:43 PM »

That is a very long list, Naftman. All I can do is shoot.
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Naftman
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The medic who just talks too damn much.


« Reply #53 on: December 06, 2010, 12:25:31 PM »

That is a very long list, Naftman. All I can do is shoot.

C'mon, you got to at least meet one requirement right ?
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Hzza
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« Reply #54 on: December 06, 2010, 12:28:20 PM »

Physically, yes; mentally, no.
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Leftism
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« Reply #55 on: December 06, 2010, 03:40:42 PM »

Gentlemen, the system works...

Tongue
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DeadlyAvenger
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Spam, Egg, Sausage, Chips and Spam


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« Reply #56 on: December 06, 2010, 04:06:43 PM »


That was an awesome round of badwater if I remember correctly!!
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Leftism
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« Reply #57 on: December 09, 2010, 04:32:35 AM »

New Update for Beta

Natascha:

    * Reduced stun effect by 20%
    * Variant 1:
          o -35% damage (was -40)
    * Variant 2:
          o -25% damage
          o -20% health (was -25)


[/b]Maps:

    * cp_5gorge
          o changes to the mid arena:
                + raised cap and connected it to the surrounding space via two bridges
                + added cover on the each side of the main door entrance
                + fully connected the upper catwalk ring
                + fixed missing clips on BLU's upper observation room
                + reduced the amount of health and ammo in the pit
                + clipped the ceiling so the dome edge doesn't snag players
          o reduced defender spawn when on a final cap
    * cp_granary
          o tweaks to the new platforms by the ramproom:
                + extended the length of the platforms
                + made the light models above the platforms symmetrical for RED/BLU
                + made the height of the BLU woodpile near the new platform the same height as RED (for scouts)
          o more playerclips to ease snagging on trim geometry

5Gorge mid is a lot better, but still needs some work. I'll post some thoughts, if anybody will actually read it, tomorrow. 3am is too early for this thinking shit! Tongue

EDIT:

Oh yeah. There were these as well:
    * Synced with changes from the official releases on Dec 7
          o http://store.steampowered.com/news/4751/
    * Disabled crafting

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Sonic4Ever
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« Reply #58 on: December 10, 2010, 01:20:20 PM »


Hud name.
Now.
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Leftism
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« Reply #59 on: December 10, 2010, 01:59:43 PM »

Hud name.
Now.

Broesel HUD

Note that the 12v12 scoreboard isn't the default one - the 6v6 one is. All you have to do and locate the scoreboard.res file in the /tf/resources/ui folder and rename it to something like scoreboard_6v6.res and rename the scoreboard_pub.res file to scoreboard.res -- Simples. Smiley

Anyway, I have made some piccies on my thoughts from the latest cp_5gorge update -- This time will a lot less wall of text. Tongue

Mid Notes 1

Basically, I feel the two sheets offer way too much cover now. Just keep the right hand side ones for either side. Btw, pointless health kit is pointless. I may want to go down their for health -- But if an enemy player sees me; they'll know I'm low and will just spam the pit whilst I try and get to the health kit or whilst I wait for it to respawn.

Mid Notes 2

This comes to the second point. Name ONE motivation for using the pit? There is little to nothing it offers in terms of flanks nor does it offer a good position to hold the point. Valve you have two choices here: Get rid of the pit or get some tunnels connecting from lobby down their to offer flanks for those classes that need 'em.

Soldier Jumps

The new arrangement on the Sniper decks is very welcome and offer some interesting tactics for players. However, I'm a Soldier on "point-level" and wish to jump up to the battlements to take care of a pesky Sniper. However, I cannot. Why? BECAUSE THERE'S A F**KING BEAM IN THE WAY! Extremer, in his initial thoughts of the map, stated that 5cp maps with restricted mids are very unpopular which is why most have been out in the open, 5Gorge is probably the first with a roof.

Anyway, back to my point: Restricting explosive jumping classes like Demos and Sollies isn't a good idea. Get rid of it now, please. Smiley

Btw, can we Get rid of this corridor please? The lobby building is way too complex as it is and Scouts and Spies will have a field day with all the hiding spots. One less corridor, which connects two areas already connected by a different corridor, makes for less places to hide in an already hide-happy map.

2nd/4th still needs some fixings, such as: freeing the main choke point a bit and offering some bits of cover in the gully.. My MAIN PROBLEM with this point however is amount of sightlines the point has, two good Snipers could arguably hold 2nd/4th for his team whilst the rest go and push on. It's reminiscent to the rest of the map, a good Sniper can carry his team through this map. Think Freight, but without the flanks then we have the gorge problem.

Finally. Valve, I know this is beta, but would it kill you double checking the signs?

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