A little map... (56k burns in hell)

Those minecarts are awesome.

Not too sure about the scene 30 seconds into the movie, though. Seems so bland compared to the rest of the map.
 
Wow you've got minecarts in there thats great!!! I really can't wait for this map keep up the good work dude :)
 
Now that I've seen the vid, maybe you could add some sort of cover to the top of the chasm by making a generic looking winch there so that the chasm would actually be a hole that's used to move Big Stuff underground. Or something.

Also when underground the lighting of the map should differ considerably to give a visual cue about the fact that you're in fact underground now.

Anyway, this whiskey is great...
 
The chasm walkways are actually a lot more spacious than I feared, me likey.

My only gripe is that perhaps the minecarts are a bit too frequent that they become a distraction. I sense I -may- be in the minority here on that one though. :p
 
Probably, yes :)

If you stand at a window to gawp at the scenery, it's your own fault when someone plunges a buttefly knife between your shoulderblades :p
 
Yeah... if mine carts are swishing by and by all the time, they become less special.
 
There's two with a 15-second delay. I'll just knock it back to 45 or 60.
 
Pi, how big is the map? Looking at the videos it looks pretty damned big. How do you think it will cope with 12 a side or less? It looks amazing though!

Cheers
 
Yeah, it does look really really big, esp for a TF2 map...
 
It takes about a minute as a scout from intel room to intel room, taking the overground route. Sewer route is about the same. Tunnel route is a bit longer.

It's not 2fort, but I've had always had reservations about the size - I've already cut it down as much as possible.
 
Sounds big. With the massive advantage in speed (and therefore quicker reinforcement), and their superior mobility around the central chasm, won't Scouts be a little powerful in the middle of the map?
 
The map looks amazing, great lighting, creativity, atmosphere & fun factor. The size is perfect this will make the engineer very important. When is this beast going to be done man?
 
Sounds big. With the massive advantage in speed (and therefore quicker reinforcement), and their superior mobility around the central chasm, won't Scouts be a little powerful in the middle of the map?

I'll let you know after playtesting :)

Scouts can do some nifty jumps in the shaft - like from the top, jump down then a quick flick to one of the other levels. But if someone hits them (engineer/pyro/soldier/heavy shotgun) in mid-jump, it's the long fall down. I think it should balance itself pretty well.
 
Red base:

Courtyard view:
ctf_omega_9g0001.jpg

Inside the main structure:
ctf_omega_9g0002.jpg

Red intel room:
ctf_omega_9g0003.jpg

Red intel room:
ctf_omega_9g0004.jpg

Red sewer:
ctf_omega_9g0005.jpg


As you can see, I kept the layout of the bases the same internally. I didn't alter the look of the intel room and the player spawns, opting instead to just give them red texturing.

Left to do now:

Fix some texture issues
Finish red tunnels

Then playtesting can ensue.
 
Some critique:

Pic #1 - You've tried to mask the area by surrounding it with buildings. Good I suppose but a variation to theme could really spice things up since as is it looks like that's some magically locked backyard in the middle of nowehere.
Pic #2 - Too empty, see pic #4 crit.
Pic #3 - Could use some more wires running on the floor or similar. The room doesn't seem to have a purpose at least from this angle.
Pic #4 - This is great, lots of extra detail that makes the area interesting. There's quite many of those reels btw, do they contain every episode of Star Trek?
Pic #5 - Make the corners of the drain less angular. Also some sort of yellow/black lines on the edge (the "do not cross" ones, ya know) could work too to emphasis what it is. If this is in the underground parts of the map, I guess you could try to make the place look a bit moist or something...maybe add a bit of water standing here and there, logical places mostly.


I'm really looking forward into playtesting. Everything does seem a bit too open but we'll see how that ends up.
 
I guess you could try to make the place look a bit moist or something...maybe add a bit of water standing here and there, logical places mostly.
I think most people watching this thread will have no problem making it look moist.

(Too much?)
 
Some critique:

Pic #1 - You've tried to mask the area by surrounding it with buildings. Good I suppose but a variation to theme could really spice things up since as is it looks like that's some magically locked backyard in the middle of nowehere.
Pic #2 - Too empty, see pic #4 crit.
Pic #3 - Could use some more wires running on the floor or similar. The room doesn't seem to have a purpose at least from this angle.
Pic #4 - This is great, lots of extra detail that makes the area interesting. There's quite many of those reels btw, do they contain every episode of Star Trek?
Pic #5 - Make the corners of the drain less angular. Also some sort of yellow/black lines on the edge (the "do not cross" ones, ya know) could work too to emphasis what it is. If this is in the underground parts of the map, I guess you could try to make the place look a bit moist or something...maybe add a bit of water standing here and there, logical places mostly.


I'm really looking forward into playtesting. Everything does seem a bit too open but we'll see how that ends up.

1) That is the base - there's no extra buildings there yet. What you can't see behind the POV of that shot is the gates leading to the outside world. I'll be adding more buildings etc to make this all make more sense, but not until after playtesting.

2) I haven't finished all the detailing yet. Specifically, the stuff that is purely visual and doesn't affect gameplay. It's a horribly tedious process, so I tend to do a bit here and there.

3)It's just the angle. There's lots of computers etc.

4) Star Trek and the X-files.

5) Water is difficult to put in there, as it's elevated from the rest of the drain. I copied the visual style from the 2fort sewers - they're almost identical in that regard.
 
after playing htis map on a uk testing map server. i have to say the map is pretty big even for 32players. also you should make it easier for the other team to get the flag. it be almost impossible to get if it theres 2 or 3 SG guns near it. also the vault door that leads into the intel. you should remove that so both ways can get in without jumping around hte door

oh btw look for my server in 5min for 32player test play

alot of spots have fps issue to
 
1) The same applies on 2fort. There wasn't any trouble getting into the intel room when we played last night. In fact, a single SG tends to not be up to the task.

2) Oh good, more people running servers - just what I said I didn't want in the readme file.

3) FPS issues are fixed in an updated version (hence #2)
 
2) Oh good, more people running servers - just what I said I didn't want in the readme file.
Most gamers these days didn't grow up in the days where you actually had to er... read a readme file to find out how the hell you were supposed to install and run a game.

Where have you got it hosted? I'd like to give it a spin.
 
Wireplay and Multiplay both had a server up for it last night. I'm furnishing them with a newer one tonight though.
 
oh btw use bz2 on your maps. takes forever to download 77mb at 200k. it cuts the map down to 15mb with bz2
 
I used rar, which cut it down to 12mb. You were downloading it direct from the server though, which isn't anything to do with me.
 
Just read all 8 pages, this map is fantastic Pi, I can't imagine the satisfaction of making such professional maps like this then playing them.

Do you have IPs to the servers running the maps? Or was that just for testing? :(
 
They should be running the updated one tonight. I'll post them here when they're up, along with a link to the map.
 
Oh sweet, hopefully I'll be able to get in on this then.
 
Downloading now and hope to see it on that MPUK server I found for it. Failing that I could always track down a server on Steam friends...

I'll try to get you feedback on points 2) and 2a).
 
Server up at 85.236.100.22:27215
 
I know - they're updating it shortly.

In the meantime, I've undertaken an experimental, drastic overhaul...
 
Elaborate.

Also I've downloaded and installed the map, ready to test.

Edit: Just ran around in it for a couple of minutes before heading out for a while. Looks good, it might be too big for CTF though and thus better suited to CP. Regardless, I did find something already - topside, in the middle area where the deep shaft is, at the entrance to the tunnel heading to Red base there are some displacement issues with the ground... two unsewn displacements so you can see under part of one of them etc. It's pretty clear so you'll know what I'm talking about if you look at it.
 
Ah, I know about the displacements. They're part of what I'm modifying at the moment.

Bear in mind that it's only experimental - if I can't get it to work, and within the next day or so, I'll stick with what I had. I'm reducing the size of the base areas while still keeping the same layout. The tricky thing is doing it and getting the tunnels to match up - there isn't a lot of spare space that I can cut out of them. Hopefully, it'll work out ok and the whole thing will be improved. We shall see.
 
Back
Top