CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
04-09-2008, 08:50 PM
(04-09-2008, 06:48 PM)Vandamguy link Wrote: this map is killin the server. Yea in its current form its worn itself out, at least until version 2, I'm putting this on the voting list, but its off rotation. Â Sig by Joel |
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Black Aspen BRB, Posting Posts: 1,120 Joined: Apr 2008 |
04-13-2008, 02:36 PM
What about a supply room somewhere balanced on the map? Basically, it could have random crap, but most importantly a supply cabinet. Only have one for both teams though, so they'd have to fight over it.
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
04-13-2008, 02:37 PM
(04-13-2008, 02:36 PM)Black Aspen link Wrote: What about a supply room somewhere balanced on the map? Basically, it could have random crap, but most importantly a supply cabinet. Only have one for both teams though, so they'd have to fight over it. Deathkiller had that on a concept map, did not work out well at all...  Sig by Joel |
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Negate Born the same day as Linux... poor guy.. Posts: 766 Joined: Apr 2008 |
04-13-2008, 02:50 PM
(04-13-2008, 02:37 PM)CaffeinePowered link Wrote: [quote author=Black Aspen link=topic=8.msg2480#msg2480 date=1208115387] Deathkiller had that on a concept map, did not work out well at all... [/quote] Would that be the portal based map with the supply cabinet in the corner of an ordinary room? It was pretty overpowered but you could still die while in front of it. Your in the minority, its supposed to taste like a shit taco Jon Stewart [move]ii@.[/move] |
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Black Aspen BRB, Posting Posts: 1,120 Joined: Apr 2008 |
04-13-2008, 11:41 PM
I think it would work in your map though, because of how you've built the capping system. Go ahead and camp the supply room... and have fun when the other team caps your points because you're guarding something of no value. Like you've said, the key to the map is balancing your team's offense and defence, and I think the supply room would add an extra component of risk.
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
04-13-2008, 11:43 PM
(04-13-2008, 11:41 PM)Black Aspen link Wrote: I think it would work in your map though, because of how you've built the capping system. Go ahead and camp the supply room... and have fun when the other team caps your points because you're guarding something of no value. Like you've said, the key to the map is balancing your team's offense and defence, and I think the supply room would add an extra component of risk. we'll see, Ive started working on beta 2 tonight and Im already done with the center room, modified my first part to show what Ive done so far  Sig by Joel
(This post was last modified: 04-13-2008, 11:50 PM by CaffeinePowered.)
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Black Aspen BRB, Posting Posts: 1,120 Joined: Apr 2008 |
04-13-2008, 11:55 PM
Maybe put it under the centre room, in the middle of the passage between the Bridge and the Engine Room (if you end up going with that idea)?
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
04-14-2008, 12:08 AM
(04-13-2008, 11:55 PM)Black Aspen link Wrote: Maybe put it under the centre room, in the middle of the passage between the Bridge and the Engine Room (if you end up going with that idea)? Thats what I'm working on right now, map needs a bypass to go from one to the other  Sig by Joel |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
05-07-2008, 11:40 PM
Made one of two of the spiral staircases, private viewing shortly, possibly this FNF
 Sig by Joel
(This post was last modified: 05-08-2008, 08:15 AM by CaffeinePowered.)
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
05-12-2008, 09:51 PM
Finished all of the major geometric changes, now its down for to polish
 Sig by Joel |
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Mission Difficult BRB, Posting Posts: 1,771 Joined: Mar 2008 |
05-14-2008, 10:04 PM
I love the spiral stairs and trash compactor as well as the barrel racks. Most of my suggestions are aesthetic.
-Moving star maps in the spawns and the upper cap room. -A screen or window of some kind in the upper cap room. -A little bit of random cover in the upper cap room. -Perhaps a few stray crates or barrels in the sewer. -The old timey trucks feel a little too out of place, still haven't thought of anything to replace them with, maybe trains? -The idea of the bay doors opening at the maps end, probably can't be done. -Signs for the compactor, conveyors, and swift vent when implemented. -Deep water and health in the compactor room. -Holders for the compactor buttons. -Maybe have the area in between spawn and the cap point be surrounded by the moving star map so it feels like you're boarding a ship and fighting a rival salvage company or something. |
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ScottyGrayskull Unbalancer of the Internet Posts: 1,718 Joined: Mar 2008 |
05-15-2008, 07:35 AM
We mentioned last night about having the lights flicker or something when the compacter is on, and that it can't be done. Is there any way to instead have a sign that lights up or something, like what some maps do with signs that give the state of the cap points (red/blue)?
Caffeine`brb!u: /facepalm Caffeine`brb!u: you have the technological ability of Dede Caffeine`brb!u: OOOOOOO what does this button do Caffeine`brb!u: *break* Caffeine`brb!u: SCOTTY GET OUT OF MY SERVER |
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
05-15-2008, 09:23 AM
(05-15-2008, 07:35 AM)ScottyGrayskull link Wrote: We mentioned last night about having the lights flicker or something when the compacter is on, and that it can't be done. Is there any way to instead have a sign that lights up or something, like what some maps do with signs that give the state of the cap points (red/blue)? That is possible but where would you put it? Â Sig by Joel |
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Mission Difficult BRB, Posting Posts: 1,771 Joined: Mar 2008 |
05-15-2008, 10:44 AM
Also a window for the compactor.
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
05-19-2008, 12:18 AM
(05-15-2008, 10:44 AM)Mission Difficult link Wrote: Also a window for the compactor. Did that today What I have done now is pretty much ready for general release sans texture changes, expect something this Tuesday  Sig by Joel |
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Yomanz Lurker Posts: 111 Joined: Apr 2008 |
05-19-2008, 12:56 PM
I don't know just how different the new starship is going to be but i figured i'd check in with an old problem on the previous one. I've had it before where i was a demoman going to the last point and if there was a sentry on the upper level of the last point, where the floor is grated, i could put stickies on the underside of the grated floor and blow up the sg on top. I don't know if that made much sense but i remember several engies getting ticked at that. However i haven't been keeping track of the progress of this map very much, so for all i know you probably already fixed it. Looking forward to playing it on tuesday though!
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
05-19-2008, 03:10 PM
(05-19-2008, 12:56 PM)Yomanz link Wrote: I don't know just how different the new starship is going to be but i figured i'd check in with an old problem on the previous one. I've had it before where i was a demoman going to the last point and if there was a sentry on the upper level of the last point, where the floor is grated, i could put stickies on the underside of the grated floor and blow up the sg on top. I don't know if that made much sense but i remember several engies getting ticked at that. However i haven't been keeping track of the progress of this map very much, so for all i know you probably already fixed it. Looking forward to playing it on tuesday though! The grating is permeable to explosion damage, thats the risk you take with putting an SG on the upper balcony thats closer to the center point. Â Sig by Joel |
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Yomanz Lurker Posts: 111 Joined: Apr 2008 |
05-20-2008, 01:47 PM
Works for me, otherwise it's a pain to get rid of the sentries and take the point before one of the other ones is recapped.
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Mission Difficult BRB, Posting Posts: 1,771 Joined: Mar 2008 |
06-04-2008, 09:05 AM
After playing steel last night, I would like to suggest an intro movie. I don't think it would be too hard to do, but once the map is all done it would be nice touch. And with everyone being constantly confused by new and terrifying maps it could be useful.
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
06-11-2008, 09:21 PM
(06-04-2008, 09:05 AM)Mission Difficult link Wrote: After playing steel last night, I would like to suggest an intro movie. I don't think it would be too hard to do, but once the map is all done it would be nice touch. And with everyone being constantly confused by new and terrifying maps it could be useful. Yea, I just may do that... To those of you that got to mess around with the new version today what did you think? Â Sig by Joel |
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