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(TF2) Map Fortress 2

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Posts

  • Flippy_DFlippy_D Digital Conquistador LondonRegistered User regular
    edited February 2010
    Xzzy are you here

    Spoilered for gigantic:
    map2.png

    Design Principals
    • Vertical combat
    • Back routes
    • Limit sniper power
    • Limit pyro power
    • Limit soldier power
    • Three-point-structure

    Notes
    1) Blue/green tunnels join up with each other.
    2) Yellow tunnel goes into B superstructure.
    3) Scale is probably wonky in places.

    The map follows gravel pit logic. There are two resistance areas per route to point, then a half-sheltered point cap opportunity. The back lane that runs along the three-quarters mark (coloured blue/green) connects approaches to combat zones for A and B.

    The large blue/green tunnel will have trace cover in, but not much.

    The push to cap C is deliberately exposed.

    A is themed for more interior fighting, whilst B is designed (I have the sketches but cba to finalize them unless xzzy likes this concept) to be a point on a wooden platform á la Egypt, in an open-air but walled superstructure. There is another entrance to B if you carry on to the left of the marked stairs.

    Class breakdowns:
    Sniper - Prominent sniper box gives visibility to first courtyard and some of point A. Quick repositioning options but vulnerable to explosives (esp. pipes), counter-snipers (more so than usual). Arduous reposition from mid to B, but strong lateral sniping points.

    Soldier - Unknown quantity. Rocket jumping too useful, or not useful enough?

    Spy - Should be happy. Plenty of cover, corners.

    Medic - See spy.

    Heavy - A lot of potential for power in tunnels and close quarters, vulnerable on long back alley.

    Engineer - Some sweet engy spots, but maybe not enough. Not sure. Only need 2-3, right?

    Demoman - Should be fine, maybe a little too fine.

    Scout - Some double jump opportunities, probably would excel more as hit and run.

    Pyro - some nasty drop-down traps to be set, and several good ambush points. Will probably like the indoor bit.



    Primary concerns:
    • Rocket jumping and what is accessible by it
    • Engineer-suitable positions
    • Demoman effectiveness biases

    If anyone wants to bring their class expertise to the map that'd be pretty great, but bear in mind it's rough and not perfect scale.

    Flippy_D on
    p8fnsZD.png
  • T4CTT4CT BAFTA-NOMINATED NAFTA-APPROVEDRegistered User regular
    edited February 2010
    Engineer go!

    I'll check it out in depth shortly

    e: It's hard to tell since it's not scaled and I can't see sentry gun sightlines but initial analysis sees 8-10 plausible sentry gun positions for RED, 4 of which are viable mainstays to protect points and the other 6 being support sentries for the main defense.

    Several possible forward teleporter locations for blue but again it's hard to judge how effective those'll be right now.

    T4CT on
  • Mandalorian RoosterMandalorian Rooster Registered User regular
    edited February 2010
    One thing I notice right away, Flippy, is that the red spawn being right next to C like that means blue would have a hell of a time taking/holding the point unless they spawn camp. But like you said, rough and not to scale. I imagine if it was farther back, maybe had a fence similar to Dustbowl 2-2's design, it would work great.

    Throw in some cover for BLU on the way to B and that looks like a very interesting map.

    Mandalorian Rooster on
  • Flippy_DFlippy_D Digital Conquistador LondonRegistered User regular
    edited February 2010
    It's gravel pit style remember, so points are locked once capped.

    Flippy_D on
    p8fnsZD.png
  • xzzyxzzy Registered User regular
    edited February 2010
    I like it.. I think visibility will be a problem, from a framerate perspective. B is fine, but A and C will have trouble, they'll be able to "see" (from the game's perspective) 75% of the map, and impose a huge framerate hit.

    Moving C into a private area might be neccessary. Another option would be to have the "sniper box" tower thingy stretch across the map, dividing it in two.

    But the concept is cool. A map with lots of things to climb up to and good cover on the ground is good fun. I think snipers might actually have too much trouble trying to make a living from that box.. rocket jumping and pipes will make his life hell.

    xzzy on
  • Quaz and WallyQuaz and Wally Registered User regular
    edited February 2010
    I can't see it, but somebody make it. Chop chop.

    Quaz and Wally on
  • VALVEjunkieVALVEjunkie Registered User regular
    edited February 2010
    hey in the netgraph what the hell is lerp and why is mine at 20.0 Ms and flashing red

    the game keeps crashing to the desktop and and this is super frustrating

    VALVEjunkie on
  • GumpyGumpy There is always a greater powerRegistered User regular
    edited February 2010
    So a single engineer managed to break through the red defences on dustbowel 3

    Within 30 seconds, there were teleporters all over reds second point

    Within 2 minutes, the reds were overwhelmed as they found their first point attacked from both sides and their second point full of sentries.

    Engi Corp Hoo Rah

    Gumpy on
  • Flippy_DFlippy_D Digital Conquistador LondonRegistered User regular
    edited February 2010
    T4CT, can you dot where you see sentry positions, just for me?

    Flippy_D on
    p8fnsZD.png
  • Quaz and WallyQuaz and Wally Registered User regular
    edited February 2010
    hey in the netgraph what the hell is lerp and why is mine at 20.0 Ms and flashing red

    the game keeps crashing to the desktop and and this is super frustrating

    Did you mess with something call cl_interp? If so, maybe try setting it to 1.00? Is that default? I forget.

    Quaz and Wally on
  • Quaz and WallyQuaz and Wally Registered User regular
    edited February 2010
    For Flippy
    My work blocks all image hosting sites but flickr for some reason.

    Quaz and Wally on
  • AfroJAfroJ Registered User regular
    edited February 2010
    2fort crashed the drama chamber

    AfroJ on
    camo_sig2.png
  • VALVEjunkieVALVEjunkie Registered User regular
    edited February 2010
    I think that might have been me sorry :(

    also Quaz I checked the config I just set up (m0re's high fps) and jesus fuck it was at 66 that can't be right can it?

    VALVEjunkie on
  • RamiRami Registered User regular
    edited February 2010
    stop playing on the bad server people

    Rami on
    Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
    sig.gif
  • Quaz and WallyQuaz and Wally Registered User regular
    edited February 2010
    I think that might have been me sorry :(

    also Quaz I checked the config I just set up (m0re's high fps) and jesus fuck it was at 66 that can't be right can it?

    Default is either 100 or 1.00. I think it's 100 if it's set to 66, but it shouldn't be crashing your game.

    Edit: Depending on how freaked out you are, you might want to try the solution I posted in the SE++ about putting +autoconfig in your advanced startup settings to get back to default. Then you could try mores config stuff one at a time so you know what's crashing your game. How is it crashing? Sound looping? Just exiting to desktop like you shut it down abruptly? You might want to check the game's resolution settings or something. Look through the config and see if there's anything that's like, "Set to your resolution or half your ram or blah blah blah".

    Quaz and Wally on
  • GumpyGumpy There is always a greater powerRegistered User regular
    edited February 2010
    C is way too close to the spawns there

    In gravel pit, red needs to fight its way up a tower which is a good 10 or so seconds away from their spawn doors to reach C

    Gumpy on
  • BarrakkethBarrakketh Registered User regular
    edited February 2010
    hey in the netgraph what the hell is lerp and why is mine at 20.0 Ms and flashing red

    the game keeps crashing to the desktop and and this is super frustrating

    Did you mess with something call cl_interp? If so, maybe try setting it to 1.00? Is that default? I forget.

    Default is 0.1. There is some other voodoo to determine optimal settings due to other variables, and maybe he just changed one of those and not the other. 20ms is definitely a non-default lerp value but he may be using the default rate with it.
    What I use for changing my interp:
    alias "rates" "rate;cl_updaterate;cl_cmdrate;cl_interp"
    
    alias "interp_30" "rate 100000;cl_updaterate 60; cl_interp_ratio 2; cl_cmdrate 60; cl_interp 0.033"
    alias "interp_40" "rate 100000;cl_updaterate 60; cl_interp_ratio 2.4; cl_cmdrate 60; cl_interp 0.040"
    alias "interp_50" "rate 100000;cl_updaterate 60; cl_interp_ratio 3; cl_cmdrate 60; cl_interp 0.050"
    alias "interp_60" "rate 100000;cl_updaterate 60; cl_interp_ratio 3.6; cl_cmdrate 60; cl_interp 0.060"
    alias "interp_70" "rate 100000;cl_updaterate 60; cl_interp_ratio 4.2; cl_cmdrate 60; cl_interp 0.070"
    alias "interp_80" "rate 100000;cl_updaterate 60; cl_interp_ratio 4.8; cl_cmdrate 60; cl_interp 0.080"
    alias "interp_90" "rate 100000;cl_updaterate 60; cl_interp_ratio 5.4; cl_cmdrate 60; cl_interp 0.090"
    alias "interp_100" "rate 100000;cl_updaterate 60; cl_interp_ratio 6; cl_cmdrate 60; cl_interp 0.10"
    

    EDIT: It's not 66 for his highfps script. I believe his cmdrate and updaterate is 66, but his cl_interp was 0.03 last I checked...about a week ago.

    Barrakketh on
    Rollers are red, chargers are blue....omae wa mou shindeiru
  • Flippy_DFlippy_D Digital Conquistador LondonRegistered User regular
    edited February 2010
    Quizzles, take three (also not even picasa?):
    4323422793_82766171e9_b.jpg

    Flippy_D on
    p8fnsZD.png
  • Flippy_DFlippy_D Digital Conquistador LondonRegistered User regular
    edited February 2010
    Xzzy, do you want me to go ahead and draw up the inside plan of point B?

    Flippy_D on
    p8fnsZD.png
  • AfroJAfroJ Registered User regular
    edited February 2010
    Boo reserve slots
    Who do I have to blow to get one of those?

    AfroJ on
    camo_sig2.png
  • VALVEjunkieVALVEjunkie Registered User regular
    edited February 2010
    alright I think I fixed it
    E: nope

    fuck this

    VALVEjunkie on
  • xzzyxzzy Registered User regular
    edited February 2010
    Gumpy wrote: »
    C is way too close to the spawns there

    In gravel pit, red needs to fight its way up a tower which is a good 10 or so seconds away from their spawn doors to reach C

    Details like that don't matter a whole lot.. they can be adjusted during development. Push red spawn back a bit, presto, problem solved.

    As a concept it's still viable. The only real problem it has is that big central tower creates a huge performance hit.

    xzzy on
  • xzzyxzzy Registered User regular
    edited February 2010
    Flippy_D wrote: »
    Xzzy, do you want me to go ahead and draw up the inside plan of point B?

    Since you're the only person actually doing this sort of thing, sure.

    Don't invest your life into it though if you don't want, I just wanted to get people to start talking map design instead of just bitching that a map sucks. Usually people are pretty good at saying they don't like something, and shut up real fast when asked to clarify what they do like.

    I do think the concept has legs, and if I ever get around to making push style map, I might pillage you for ideas. :D

    xzzy on
  • BarrakkethBarrakketh Registered User regular
    edited February 2010
    alright I think I fixed it
    E: nope

    fuck this

    Try entering this in the console:
    rate 100000;cl_updaterate 60; cl_interp_ratio 6; cl_cmdrate 60; cl_interp 0.10
    

    That fix it?

    Barrakketh on
    Rollers are red, chargers are blue....omae wa mou shindeiru
  • UEAKCrashUEAKCrash heh Registered User regular
    edited February 2010
    I don't know what is going on on the server, but I see a lot of negative numbers and I want in.

    UEAKCrash on
  • Flippy_DFlippy_D Digital Conquistador LondonRegistered User regular
    edited February 2010
    Xzzy, this is just fun for me really, though... if you don't want a push map, what map do you want?

    Flippy_D on
    p8fnsZD.png
  • VALVEjunkieVALVEjunkie Registered User regular
    edited February 2010
    Barrakketh wrote: »
    alright I think I fixed it
    E: nope

    fuck this

    Try entering this in the console:
    rate 100000;cl_updaterate 60; cl_interp_ratio 6; cl_cmdrate 60; cl_interp 0.10
    

    That fix it?

    nah man I'm done

    I got rid of it

    that fixed it

    VALVEjunkie on
  • VALVEjunkieVALVEjunkie Registered User regular
    edited February 2010
    flip I am really diggin these map designs

    why the hell do they look so familiar?

    VALVEjunkie on
  • Flippy_DFlippy_D Digital Conquistador LondonRegistered User regular
    edited February 2010
    Also when I said not to scale I just meant it's not perfectly scaled; the measurements are roughly accurate.

    FYI.

    Flippy_D on
    p8fnsZD.png
  • nealcmnealcm Alvarian AlvarianRegistered User regular
    edited February 2010
    highlight of the night: me ubersawing duld for revenge, taunting in his freezecam, having a spy uncloak behind me and die to my tauntkill somehow.

    nealcm on
    19ZUtIw.png
  • xzzyxzzy Registered User regular
    edited February 2010
    Flippy_D wrote: »
    Xzzy, this is just fun for me really, though... if you don't want a push map, what map do you want?

    I think push maps are great, but I think payload is greater.

    Which is what I'm working on now, a payload map. I do want to do a push map later on, and you can guarantee I'll be coming back to your post at that point.

    xzzy on
  • Flippy_DFlippy_D Digital Conquistador LondonRegistered User regular
    edited February 2010
    Cool. I trust then that you have your pl design nailed down?

    Flippy_D on
    p8fnsZD.png
  • xzzyxzzy Registered User regular
    edited February 2010
    Flippy_D wrote: »
    Cool. I trust then that you have your pl design nailed down?

    As a concept, yeah. I've been working on it off and on since the summer, testing designs. I haven't done a TF2 map yet so I consider most of the last 6 months study and research.

    I got a good plan now, have a lot of the basic geometry blocked out. Spending the rest of the week dealing with lines of sight, routes, and cover. Hope to have a playable alpha this weekend.

    xzzy on
  • Edith UpwardsEdith Upwards Registered User regular
    edited February 2010
    Flippy you are awesome.

    I also knocked together a rough concept. CP_Rustica(name subject to change), five point with a small town feel.
    controlpointrustica.jpg

    Edit:Fixed?

    Edith Upwards on
  • T4CTT4CT BAFTA-NOMINATED NAFTA-APPROVEDRegistered User regular
    edited February 2010
    I really like the concept but I feel like the "o" in video might be too out in the open, super easy for blue to capture if they make it past "image".

    T4CT on
  • Flippy_DFlippy_D Digital Conquistador LondonRegistered User regular
    edited February 2010
    Thank you Zahn.

    You however are out of webspace.

    Flippy_D on
    p8fnsZD.png
  • devericdeveric MinneapolisRegistered User regular
    edited February 2010
    just two screenshots.
    lustre-cx%20is%20looking%20good!.jpg

    And many thanks to those that played on hydro on friday night.

    kupi%20is%20looking%20good!.jpg

    deveric on
  • xzzyxzzy Registered User regular
    edited February 2010
    That mini crit one is like it's straight out of batman.

    xzzy on
  • rakuenCallistorakuenCallisto Registered User, __BANNED USERS regular
    edited February 2010
    Flippy_D wrote: »
    Quizzles, take three (also not even picasa?):
    4323422793_82766171e9_b.jpg
    this looks really nice.

    good job, you're a decent drawer.

    rakuenCallisto on
    cbtswoosig.png
  • TheySlashThemTheySlashThem Registered User regular
    edited February 2010
    falsedef wrote: »
    I'd like to see arena maps back in the drama chamber

    it'd certainly mix things up a little, and it's not like people who don't like it couldn't just vote against it

    I am a silly goose, if not the very silliest of geese. Allow me to explain why at length.

    Got it.

    TheySlashThem on
This discussion has been closed.