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[WIP] cp_bazillion (rc5)
Created 30th September 2010 @ 17:49
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http://i.imgur.com/o2CqQ.jpg
http://i.imgur.com/wFPFC.jpg
http://i.imgur.com/AywcM.jpg
this should fix some of the confusion and it removes one route inside the base
a bit soon but hey, can’t test the changes otherwise, also i don’t think i’ll be bothering many.
changelog b11
—————–
*widened main door on last point and use a model with windows inside the door (only attackers can see trough)
*removed 2 minecarts on top of minetrack on middle (both sides)
*playerclipped and cleaned up the handrails, rockets/bullets will now pass trough players will not
*added a waterway from mid to 2nd cp
*major performance improvement especially on last
*removed one route of stairs leading to main lobby door (now inside the base there’s only 1 set of stairs going to the top lobby)
*moved medium healthpack into the little alcove below last cp (small health kit was removed from the side and replaced with small ammo)
*fixed some playerclips
*one of these is not true
download b11
—————-
http://maps.toaster.fi./cp_bazillion_b11.bsp.bz2
panoramic views b11 (quicktime plugin)
————————————-
cp1
http://www.filedump.be/Bazillion/CP1.html
http://www.filedump.be/Bazillion/CP5.html
cp2
http://www.filedump.be/Bazillion/CP2.html
http://www.filedump.be/Bazillion/CP4.html
cp3
http://www.filedump.be/Bazillion/CP3.html
and a decent overview
http://www.filedump.be/Bazillion/cp_bazillion_b11.html
thanks to springer
Last edited by Arnold,
Ooh yeah I forget to mention that it is an interactive overview :p (I made it a bit more clear now)
On a side note, I’m willing to provide my healing services to any team playing this map. (This offer includes use of the love- and belovedgun and prem xp)
Wow it really looks cleaned up since I last playtested it. Especially last point looks massively improved. Maybe I can get a mix together this afternoon :o
Lucky luke made a runtrough of b11 (youtube)
http://www.youtube.com/watch?v=ZsXx1eFVEOM&hd=1
thanks luke
Last edited by Arnold,
Changelog b16
—————–
*removed left side of cp2 house completely (defenders point of view)
*removed tunnel leading to mid
*added ramps making elevated sides of mid accessible
*added little cover at mid capture area
*added small walkway up from the pit below cp2
*ramp now goes all the way up to cp2 roof, starts at choke
*removed the little window above the main door
*removed the right wall at the lower lobby door
*clipped vents cp1
*closed off coal container cp3 house
*narrowed cover when exiting cp3 house
*removed wood on the sides of cp2 coal container
*added detail
*added sounds
download b16
—————-
http://maps.toaster.fi./cp_bazillion_b16.bsp.bz2
pics b16
———-
http://i.imgur.com/Q3jbJ.jpg
http://i.imgur.com/Kltel.jpg
http://i.imgur.com/D64o6.jpg
http://i.imgur.com/pOxwO.jpg
http://i.imgur.com/B8UrN.jpg
http://i.imgur.com/7lP9b.jpg
http://i.imgur.com/FBE41.jpg
http://i.imgur.com/wAQoE.jpg
http://i.imgur.com/vfBCM.jpg
Quoted from Arnold
Lucky luke made a runtrough of b11 (youtube)
http://www.youtube.com/watch?v=ZsXx1eFVEOM&hd=1
thanks luke
np :D
Awesome map, should enter for contest: http://forums.tf2maps.net/showthread.php?t=15962
Yeh I would’ve loved to have entered the contest but i started bazillion 2 months prior and it would be an unfair advantage if i did.
*removed tunnel leading to mid
*removed the little window above the main door
In my opinion you removed some interestings gameplay tricks, maybe an issue in maptests ?
More like no gameplay tests at all, only a public game or two.
Anyway those are easy enough to put back so if any testing shows the map would play better with them i’ll put them back.
Last edited by Arnold,
Played this in the tf2tv cup yesterday, so I will provide some feedback only having played it once. Wall of text inc.
It wasn’t THAT hard for me to understand the map layout, though a lot of people on my team seemed to have this problem, and would be running towards our own base while we were pushing last. One way to fix this could be to add more of a colour scheme on each side’s base (like granary), so it’s immediately clear which way to go.
It also seems a little cluttered in some places, especially the bit between cp1 and cp2, had no idea what’s going on there. I’d say try and make it a little simpler overall.
CP3:
Really like the middle here actually, it’s an original idea at least. Maybe add a way to get to the high ground on the left/right sides of the point, so scouts can get up there from mid (can be a little challenging jump, like the log leading to gully midpoint). As it is they are confined to watching bottom due to the restricted space and amount of spam coming from both sides of the point. Other than that it’s fine.
An interesting feature you could have for more variety is lower the roof of the middle point, and allow soldiers to jump up there (like gullywash). Adds another element of controlling that high ground. Make it lower than the two bridges on either side though, to make it risky to jump on there. Also, make it low enough so scouts can still do fairly decent damage from below and help keep soldiers off it. This could kill off the novelty of the mid where players can block the point on the other side without risk forcing you to push, so might need some testing. Personally, I think there needs to be at least some risk when blocking a point.
CP2:
Nice idea, being able to come below the point. Although I don’t see a benefit for the attacking team to ever push through house/right side (attacker’s pov), as the choke point is too narrow and exposed to snipers. If this door was a little wider and had a shutter maybe it would be great.
I also think the distances between the two routes are too long for the attackers, compared to the defenders. This makes the push committed to one route. Not saying this is bad per se, but if you wanted to add more variety keep it equal for both sides. I think if the distances were shorter for the attackers the defenders would feel too “surrounded”.
CP1:
Please completely rework this, it is terrible to attack. It’s far too open and poses the same problems as well’s last does, and we all know how everyone loves attacking that. I don’t see a need for having a level below the point unless attackers can push from below, nor the right side stair room (attacker’s pov).
Also, if you are going to have the point so close to the spawn, add a bigger obstruction in between so medics can’t just hide in spawn with uber and still get out in time to block. See any other map for examples of this obstruction – freight, well, badlands, granary, coldfront. They all punish a team that sits too passively in spawn.
Overall it has some potential, just needs last to be completely reworked.
Last edited by kuma,
Quoted from Arnold
Oh thank goodness, actual constructive feedback can’t believe my eyes, thanks :)
One of the signs of the end of the world.
2012 is real
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