Negate Born the same day as Linux... poor guy.. Posts: 766 Joined: Apr 2008 |
06-11-2008, 09:29 PM
liked the addition of the sewer point added some depth to it. things that still need work are the elevators maybe some improved signage. Labeling of the points with letters. Is what I can think of now.
Your in the minority, its supposed to taste like a shit taco Jon Stewart [move]ii@.[/move] |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
06-11-2008, 09:44 PM
(06-11-2008, 09:29 PM)negate link Wrote: liked the addition of the sewer point added some depth to it. things that still need work are the elevators maybe some improved signage. Labeling of the points with letters. Is what I can think of now. Yea, signs can be done with textures  Sig by Joel |
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Mission Difficult BRB, Posting Posts: 1,771 Joined: Mar 2008 |
06-11-2008, 10:09 PM
I know I only played it for a few minutes, but I think the capture point by the compactor is great. It doesn't have any effect on the capture of the final point though, right? I just think it's a cool way to get people to explore a little more. Also, with as many capture points as there are (with or without the special one) it might be a good idea to arrange them horizontally across the bottom with labels instead of a diamond, just to reduce screen clutter. That's all I have for now. ;D
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Surf314 Seriously, this week I'll play PS Posts: 12,078 Joined: Mar 2008 |
06-11-2008, 10:12 PM
I still haven't played the new version >
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Ianki Pedo^H^H Appreciator of the Youth Posts: 2,450 Joined: Apr 2008 |
06-11-2008, 10:43 PM
I really like the layout of the map, and the creativity put into the design to make the gameplay different from other cp maps, but are there any other changes that can be made to make it less susceptible to scout steam rolls? There is clutter everywhere for scouts to jump in and out of, making slower defending classes scrambling and it seems really hard to defend that last point given 3 entrances and grating you can't shoot through (and though you said earlier that explosive damage can go through there, this seems to help offense more than defense.)
I do like, however, how blind you are when capping the middle point, making for good ambushes and fast turn overs. it still seems that a team of 4 good scouts would dominate every round. |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
06-11-2008, 11:33 PM
(06-11-2008, 10:43 PM)Ianki link Wrote: I really like the layout of the map, and the creativity put into the design to make the gameplay different from other cp maps, but are there any other changes that can be made to make it less susceptible to scout steam rolls? There is clutter everywhere for scouts to jump in and out of, making slower defending classes scrambling and it seems really hard to defend that last point given 3 entrances and grating you can't shoot through (and though you said earlier that explosive damage can go through there, this seems to help offense more than defense.) The bridge and engine room are a cluster fuck for scouts IMO, if you get an engineer to set a gun up, one gun can cover almost all angles and keep scouts off the point. I might lengthen the cap times to allow other classes to catch up before the scouts can finish capping the point.  Sig by Joel |
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Ianki Pedo^H^H Appreciator of the Youth Posts: 2,450 Joined: Apr 2008 |
06-12-2008, 12:35 AM
(06-11-2008, 11:33 PM)CaffeinePowered link Wrote: The bridge and engine room are a cluster fuck for scouts IMO, if you get an engineer to set a gun up, one gun can cover almost all angles and keep scouts off the point. That might have been it. We didn't have many people play engi until the server started to fill up so i imagine there are plenty of ways to play the map. It didn't seem like there was any indefensible strategy which is good. Longer cap times would be great, really make sure people have to work as a team to cap and defend those loose points. Also, i switched classes just inside the respawn and ended up dead (inside the door, just a little past where i initally spawned), so maybe the areas where you can change classes without a cost need to be extended a little bit. I don't know if this screws up where you can build (as i love the teleporter poster you have in base ) Great map caff, first time i played it. Really polished. |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
06-12-2008, 07:36 AM
(06-12-2008, 12:35 AM)Ianki link Wrote: [quote author=CaffeinePowered link=topic=8.msg12135#msg12135 date=1213245225] Also, i switched classes just inside the respawn and ended up dead (inside the door, just a little past where i initally spawned), so maybe the areas where you can change classes without a cost need to be extended a little bit. I don't know if this screws up where you can build (as i love the teleporter poster you have in base ) [/quote] You have to go back into spawn further, you can only change classes in a designated func_respawnroom area, and the actual area is a ways back.  Sig by Joel |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
06-14-2008, 04:49 PM
Anyone else have any feedback from Friday, other than being able to easily break the elevators :|
 Sig by Joel |
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KarthXLR Free of STD's ... lolwut? Posts: 9,927 Joined: May 2008 |
06-14-2008, 05:13 PM
(06-14-2008, 04:49 PM)CaffeinePowered link Wrote: Anyone else have any feedback from Friday, other than being able to easily break the elevators :|:3 The compactor could use some work. I think there should be a wider door. 2 cents distributed. |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
06-29-2008, 09:17 PM
If anyone has any feed back from tonights spontaneous play test please let me know.
 Sig by Joel |
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Chooly BRB, Posting Posts: 768 Joined: Mar 2008 |
06-29-2008, 09:49 PM
The graphic updates add that TF2 feel I thought the map needed, and Where before the trash compater was gimmicky, as of this time around, with the genius addition of the hidden cap and the new spawns I like the entire thing.
[table][tr][td] [/td][td]Chooly: /nevergonnagiveyouup Eschatos: /nevergonnaletyoudown [TC] Versus: /nevergonnarunaround [TC] Versus: /anddesertyou ToiletDuck: /closeapplication[/td][/tr][/table] |
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Surf314 Seriously, this week I'll play PS Posts: 12,078 Joined: Mar 2008 |
06-29-2008, 10:34 PM
I like it, it's very interesting. The stairs were awesome.
There were 2 bugs though. Red couldn't enter their forward spawns after leaving. The other was this strange bug were I couldn't auto-assign to a winning team for the rest of the night. Please fix that one now, or I will be too afraid to play the map again. |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
06-29-2008, 10:52 PM
(06-29-2008, 10:34 PM)Surf314 link Wrote: I like it, it's very interesting. The stairs were awesome. I don't know about the auto-assigning thing, since Hammer and the map have absolutely nothing to do with it. The spawns I can fix pretty easily and I think I know where the bug is  Sig by Joel |
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Wedge I make Reavers my Bitch Posts: 2,704 Joined: Apr 2008 |
06-30-2008, 01:24 AM
I think the map is pretty fun. Yar =O.
(09-11-2008, 05:11 PM)Dave link Wrote:i would totaly ride that gay ass dragon thing. |
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Mission Difficult BRB, Posting Posts: 1,771 Joined: Mar 2008 |
06-30-2008, 01:57 PM
The only thing I can think of is having letters at the cap points, and perhaps lettered signs pointing to the respective cap points. I'm guessing that's in the works anyways though. Another thing it moving star maps if possible and glass over the walkways from spawn to first point for each team so it feels more like an airlock. Otherwise your map is super!
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
06-30-2008, 02:06 PM
(06-30-2008, 01:57 PM)Mission Difficult link Wrote: The only thing I can think of is having letters at the cap points, and perhaps lettered signs pointing to the respective cap points. I'm guessing that's in the works anyways though. Another thing it moving star maps if possible and glass over the walkways from spawn to first point for each team so it feels more like an airlock. Otherwise your map is super! Yea I haven't animated the textures just yet, theres a way to do it and Ive read some tutorials, just not high on the priority list for beta 2. Id actually have to have several textures for a realistic look that scroll in different directions, the hardest being the stars that are coming at you. Custom signs I was considering also for beta 3, gonna take some time in photoshop The same would go for making custom icons for the points sort of like in Science. Â Sig by Joel |
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Surf314 Seriously, this week I'll play PS Posts: 12,078 Joined: Mar 2008 |
06-30-2008, 02:53 PM
Caff fixed my problem, I had cl_suck set to 1.
(caffs joke, I stole it) |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
07-07-2008, 11:07 AM
Any feedback from B2?
Possible Change Log Additions for B3 - Improved Polish and Textures - Decreased room size of final cap room - Customized Signage - Increased Elevator speed in main cap room - Actual 3-D skybox w/animated textures - Complete revamp of A/Bridge - Custom texture on blackboard in spawn w/map - Custom icons for HUD - Improve ambient noise  Sig by Joel |
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Surf314 Seriously, this week I'll play PS Posts: 12,078 Joined: Mar 2008 |
07-07-2008, 11:14 AM
A lot of people love it or hate it. I'd recommend improving the signage and adding a chalkboard style summary of what to do somewhere everyone sees it in or near spawn.
Most of the people that hate it I noticed hate it cuz they don't know what to do. Also I'd almost say you should make it 3/4 of the center points to cap final. I often see one team holding all and it would be more incentive to get the hidden point. As it is most people ignore it. |
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