swaty N00b Posts: 9 Joined: Apr 2010 |
04-10-2010, 03:08 PM
Download
http://forums.tf2maps.net/showthread.php?t=12609 Beta 3 Changelog: -Fixed some displacements not sewed together -Fixed some floating props -Fixed a few overlapping textures -Added stairs to the roof above the building. -Removed the death pit at middle. -Added an underground tunnel at middle. -Added more health/ammo. -Visually improved the 3d skybox. -Added more cover on some parts of the map. -Widen the corners to the intel room. -Improved fps. Updated Screenshots:
(This post was last modified: 04-16-2010, 03:11 PM by swaty.)
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Turtle Justin Bieber Posts: 2,860 Joined: Nov 2009 |
04-10-2010, 03:10 PM
Woah, it looks really nice
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Black Aspen BRB, Posting Posts: 1,120 Joined: Apr 2008 |
04-11-2010, 09:51 AM
Anyone planning on running it for TFT or FNF?
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
04-11-2010, 09:52 AM
(04-11-2010, 09:51 AM)Black Aspen link Wrote: Anyone planning on running it for TFT or FNF? I can throw this up for Tuesday  Sig by Joel |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
04-14-2010, 04:46 AM
While this map is well optimized and pretty, its too large, too easy to lock down with sentry guns, and very hard to get a flag out. There's just no "good" routes to the flag that aren't long narrow spam filled corridors.
Not to mention that there's only 2 routes to the flag. I'll expand on this later, but here are the demos. Â Sig by Joel |
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Kirby Uninstalling Posts: 3,853 Joined: Jun 2009 |
04-14-2010, 09:04 AM
Also the rails do nothing to stop Pyros whatsoever, they need to be heightened by about 30%
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Neptune Lurker Posts: 469 Joined: Aug 2008 |
04-14-2010, 10:15 PM
(04-14-2010, 09:04 AM)Kirby, the Axe Zealot link Wrote: Also the rails do nothing to stop Pyros whatsoever, they need to be heightened by about 30% I totally airblasted an uber'd heavy over a railing. I think Paulokon almost pissed himself laughing. |
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swaty N00b Posts: 9 Joined: Apr 2010 |
04-16-2010, 03:11 PM
Download
http://forums.tf2maps.net/showthread.php?t=12609 Beta 3 Changelog: -Fixed some displacements not sewed together -Fixed some floating props -Fixed a few overlapping textures -Added stairs to the roof above the building. -Removed the death pit at middle. -Added an underground tunnel at middle. -Added more health/ammo. -Visually improved the 3d skybox. -Added more cover on some parts of the map. -Widen the corners to the intel room. -Improved fps. |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
04-16-2010, 05:55 PM
Ill throw up B3 for Tuesday, I suggest you take a look at the demos as well if you have not already
 Sig by Joel |
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swaty N00b Posts: 9 Joined: Apr 2010 |
04-18-2010, 02:15 PM
(04-16-2010, 05:55 PM)Caffeine link Wrote: Ill throw up B3 for Tuesday, I suggest you take a look at the demos as well if you have not already dling them now. thanks. |
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swaty N00b Posts: 9 Joined: Apr 2010 |
04-30-2010, 05:53 PM
So beta 4 doesn't have the death pit where the catwalks used to be since many people complained about it. I took some pictures of the changes.
Download http://forums.tf2maps.net/showthread.php?t=12609 Beta 4 Changelog: -Modified the entire area where the catwalks used to be due to the death pits being a problem. -Fixed a few textures overlapping. -Added more health/ammo. -Improved fps. -Added more detail in some certain areas of the map. -Fixed a few other visual glitches throughout the map. |
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Duck, Duck, Goose Guest |
05-06-2010, 12:47 AM
New version is good from what I played... well, other than the spawn camping.
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
05-06-2010, 04:52 AM
b4 demos
This are very much on the right path for this map. There's still a few bugs, you can still build on that awning and there's a spot you can get stuck. Those were the only bugs I noticed, other non-bug things that I still think is needed.... - Need an "underground" exit from the base, one that snipers can't cover - Spawn camping is still an issue, consider adding another spawn room on the opposite side, most CTF Maps, 2fort for example, have 2 spawn rooms to avoid this problem. - Reduce metal drops in the center to make it hard for engineers to set up - Make the map shorter (if possible) Still what I at least think is an issue, even for 24v24 is that the map is simply too long lengthwise compare the size of biomass to other good CTF maps like 2fort, mach4, chaos, or impact2. Or at least....it "feels" like its longer, not sure if you could or how much you could reduce the size of the middle easily. It might not need to be shorter, but there could be some other tricks with props to fool players  Sig by Joel |
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Neptune Lurker Posts: 469 Joined: Aug 2008 |
05-06-2010, 05:07 PM
The only thing I could think of (in between having Steam shit the bed on me) was that some CTF maps don't have the flag on a straight line past the spawn doors. It's almost like the point of the map was to spawn camp one team while capping their intel.
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swaty N00b Posts: 9 Joined: Apr 2010 |
05-07-2010, 04:15 PM
Where would be a good place to put another spawn in your opinion ?
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Duck, Duck, Goose Guest |
05-07-2010, 04:42 PM
(05-07-2010, 04:15 PM)swaty link Wrote: Where would be a good place to put another spawn in your opinion ?Somewhere non-linear from the other spawn... I'd personally work out a lower level with what you have going in the middle and between the spawn and that other building, and throw it under that part you covered up or something. |
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swaty N00b Posts: 9 Joined: Apr 2010 |
05-08-2010, 07:51 PM
Download
http://forums.tf2maps.net/showthread.php?t=12609 RC1 Changelog: -Added another spawn due to being too easy to spawn camp before. -Fixed the fade distance to a couple of props. -Fixed some nodraw textures. -Fixed some issues with clipping. -Fixed an issue with the 3d sky. -Improved fps. |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
05-12-2010, 08:24 AM
I did not take a demo of this, but here's the take-aways
- Still a spot on stairs you can get stuck on, see my previous demo, it should be in there, its right in the middle path just past the spawn doors - FPS issues if you go all the way back to the flag area and look back toward the rest of the map - While we can now actually cap the flag, I still think the map feels "too big", I would consider removing the back flag chamber, and moving the flag up, you have two rooms that look like an 8 with the flag in the back, eliminate that room and move the flag up. Will make it easier to run the flag out and make the map a tad smaller. - Map-End is broken, when time runs out stalemate/sudden death is not triggered, the map just hangs until someone wins  Sig by Joel |
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swaty N00b Posts: 9 Joined: Apr 2010 |
05-13-2010, 12:12 AM
Thanks for the feedback, ill see what I can do.
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