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[WIP] cp_bazillion (rc5)

Created 30th September 2010 @ 17:49

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huhystah

Well i wasn’t really playing (mainly just specing), but i still managed to play for few minutes until i crashed :D

The middle point is really good one, nothing should be changed there imo.
Second point is also great and fine, leave it.
But imo you’ve got to do something with the last point, it’s really kinda hard to push, too many ways to push but those ways are also really obvious for the defending team and you’re kinda forced to pop the uber earlier and they can wait for few more seconds and then uber and kill you or re-take the second point.

Just my opinion. ;)

But yeah i really liked the map :)

Springer

DAKKA

I think 2 things should happen, first make the lobby more open (remove inside walls) so its more clear where to go instead of all the small tunnels. And secondly maybe one of the entrances should be moved. Three of them are to close to each other
Anyhow i think you can push from the left top without using uber fairly easy.

Arnold

DAKKA

if you move entrances too far apart you make lobby more confusing and you increase the distance the attackers have to travel, i’m working on other changes without barely any realy lay-out alterations that might solve the biggest issues.

The confusing part is actually the fact that attackers can drop down into lower lobby and/or go up top to the cp1 dropdown without the defending team being able to easily keep track of that top route. I’m placing a one way door so attackers can no longer go straight to dropdown but defenders can still use it to push out from.

I’m also raising the last cp so you can’t see the door from behind the point also having the point itself function as the high ground, removing the entire left area (defenders perspective) and increasing respawn times.

Going for drastic changes is not really the way to go because i might aswel just start the map over. Trying to keep what works and removing parts that don’t is the best way to go about it i think.


Last edited by Arnold,

kuma

That sounds good! Would like to play test it again sometime.

Btw, there should be a vod of us playing it on http://www.tf2tv.com either in the archives or just played section if you’re interested. Can also send pov demos as well.


Last edited by kuma,

Arnold

DAKKA

anything is helpful :) so don’t hesitate i won’t mind too many demos, i’ve seen the cast live though, not too much help since one of the casters went on and on about how much he does not like the map instead of giving an objective view on it.


Last edited by Arnold,

Warmaster

-[MG]-
HL

I wouldn’t mind playtesting this some time.

Feel free to add me if you’re in need of an extra player!

Arnold

DAKKA

changelog b17
—————–
*increased spawntimes defenders on cp1
*removed left side of cp1 completely (defenders view)
*raised last point
*added a one-way gate out to fire-exit (attackers can’t jump straight to dropdown route anymore)
*this means when holding lobby you no longer have to watch the stairs/dropdown route, if this isn’t simpler for you I give up.
*widened the doorframe of lower lobby to stairs
*added small ramp to the biggest crate, left side attacking cp1
*simplified the open route from cp2 to cp3
*closed off the bottom tunnel from cp3
*lowered the doorway from choke to cp2
*replaced small ammo pack for a medium on middle
*clipped roofs and such

pics changes b17
—————–
http://i.imgur.com/XU6i2.jpg
http://i.imgur.com/5nYOc.jpg
http://i.imgur.com/LeBzu.jpg
http://i.imgur.com/EMNi5.jpg
http://i.imgur.com/XeyEL.jpg
http://i.imgur.com/DemJc.jpg
http://i.imgur.com/eqKL4.jpg
http://i.imgur.com/pYAxQ.jpg
http://i.imgur.com/zWdEX.jpg

download b17
—————–
http://maps.toaster.fi./cp_bazillion_b17.bsp.bz2

*small purely cosmetic bug, invisible side of stairs on red cp1, still solid for all bullets/ projectiles/players


Last edited by Arnold,

Arnold

DAKKA

Ok i’m just cutting down playing area changes for b18

*moved 2nd spawn back a bit
http://i.imgur.com/Tb1Bu.jpg
*cut off the corner at cp2 small choke
http://i.imgur.com/15UZM.jpg
*cut off the entire second right area going to mid (minetracks and small semi-shack)
http://i.imgur.com/oOFPb.jpg
*removed a wall opening up lobby completely
http://i.imgur.com/Viv9t.jpg
http://i.imgur.com/lBRuK.jpg

*also adjusting captimes a bit, mid caps slower so does second
*and working on the sniper sightline from mid sides to choke (almost completely gone)


Last edited by Arnold,

WARHURYEAH

GlueEater

That looks really good, will have a run through in a minute, my only gripe with the map was lobby being a bit cluttered, will see if it looks clearer now.

Arnold

DAKKA

Well you can’t download the map with the latest changes though, it’s still b17 i’ll try to get a download up later today.

WARHURYEAH

GlueEater

Put the gullywash improvements available to download as well :P

Arnold

DAKKA

changelog b18a
——————-

*moved 2nd spawn back
*cut off the corner at cp2 small choke
*cut off the entire second right area going to mid (minetracks and small semi-shack)
*removed a wall opening up lobby completely
*captimes adjusted, mid caps slower so does second
*sniper sightline reduced
*opened up tunnel again
*added small medpack to minetrack “balcony”
*added some detail
*increased fps

pics changes b18a
———————-
http://i.imgur.com/EE5vQ.jpg
http://i.imgur.com/AcQyF.jpg
http://i.imgur.com/S72tn.jpg
http://i.imgur.com/5aICV.jpg
http://i.imgur.com/43RHP.jpg

download b18a
—————–
http://maps.toaster.fi./cp_bazillion_b18a.bsp.bz2

will try to get a download for the newer gullywash this weekend


Last edited by Arnold,

ash

(Legend)
Pander

This weekend is right now :<

Arnold

DAKKA

download b19
—————–
http://www.degrafischeprofeet.be/cp_bazillion_b19.rar

Arnold

DAKKA

Oh yeah forgot changelog

*Fixed everything

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