I feel like the roof is too constrictive, maybe if the area was opened up a bit more it wouldn't feel like that. Here's a quick idea I put together in paint
The yellow indicates the lower bridge/tunnel idea I was talking about
The black arrows indicate spaces that need to be widened in my opinion
In my last post I said Blu needed a better entrance to the cp but I meant Red, I put an X over the bad entrance, it's too easy to lock down because of the stairs in my opinion
I feel like the roof is too constrictive, maybe if the area was opened up a bit more it wouldn't feel like that. Here's a quick idea I put together in paint
The yellow indicates the lower bridge/tunnel idea I was talking about
The black arrows indicate spaces that need to be widened in my opinion
In my last post I said Blu needed a better entrance to the cp but I meant Red, I put an X over the bad entrance, it's too easy to lock down because of the stairs in my opinion
I see, very good suggestions. Now that I think about it, the entrance you X'ed does suffer from the same problem the exit on Gorge suffers from however, any exit is probably going to have that problem. Crash suggested last night that red have an entrance to cp-A drawn below in orange. This could help the problem.
Here is another overhead diagram, just in case anyone wants to drawn on it. We do have another approach too, in the area I've circled there could be another control point, however this would make the project longer, due to spawning and balance but, its a possibility we can look into.
Hey You on
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Tommy2Handswhat is this where am iRegistered Userregular
edited August 2010
yeah, I was about to ask, is there a height limit on the buildings or something?
because it would be awesome if point be was just a massive tower with small girders or something leading up to the top, ala gravel pit, and maybe inclined scouts/demomen/soldiers could jump off the top and onto the much smaller buildings around the point
then, when the round ends in a blue win, the bomb hanging on the underside of the last point falls, blowing up everything on ground level
this is just an idea I have, because I love the last point on gravelpit, it's only problem being that the blue team usally rolls it the second they cap the other points, because the red team is scrambling back to C, and the engis can't get their shit up quickly enough
hopefully, being able to jump onto the lower buildings should give red a defense against scouts charging up the walkways on on the point before defenses can be set up
then again, since there are only two points, engis will probably already have turtle style defenses set up before Blue even caps the first point, so this might have the side effect of being completely impenetrable
which makes me sad because I really like maps that give you the option of taking the fight to the second floor (sawmill, gravelpit, that one payload map, and Turbine to an extent)
tr;dr: WORDSSSSSSSSS
also, could you post another overhead of the entire map?
I wasn't there when you guys were testing it, but I think I have an idea of what it looks like
I feel like the roof is too constrictive, maybe if the area was opened up a bit more it wouldn't feel like that. Here's a quick idea I put together in paint
The yellow indicates the lower bridge/tunnel idea I was talking about
The black arrows indicate spaces that need to be widened in my opinion
In my last post I said Blu needed a better entrance to the cp but I meant Red, I put an X over the bad entrance, it's too easy to lock down because of the stairs in my opinion
I see, very good suggestions. Now that I think about it, the entrance you X'ed does suffer from the same problem the exit on Gorge suffers from however, any exit is probably going to have that problem. Crash suggested last night that red have an entrance to cp-A drawn below in orange. This could help the problem.
I think that's good, allowing red to enter the cp area from above is good I think, makes it easier to defend. Definitely something to explore in the next playtest
Here is another overhead diagram, just in case anyone wants to drawn on it. We do have another approach too, in the area I've circled there could be another control point, however this would make the project longer, due to spawning and balance but, its a possibility we can look into.
I think this area needs to be reworked a bit, but I want to check it out since you said you changed it since last night
yeah, I was about to ask, is there a height limit on the buildings or something?
because it would be awesome if point be was just a massive tower with small girders or something leading up to the top, ala gravel pit, and maybe inclined scouts/demomen/soldiers could jump off the top and onto the much smaller buildings around the point
then, when the round ends in a blue win, the bomb hanging on the underside of the last point falls, blowing up everything on ground level
this is just an idea I have, because I love the last point on gravelpit, it's only problem being that the blue team usally rolls it the second they cap the other points, because the red team is scrambling back to C, and the engis can't get their shit up quickly enough
hopefully, being able to jump onto the lower buildings should give red a defense against scouts charging up the walkways on on the point before defenses can be set up
then again, since there are only two points, engis will probably already have turtle style defenses set up before Blue even caps the first point, so this might have the side effect of being completely impenetrable
which makes me sad because I really like maps that give you the option of taking the fight to the second floor (sawmill, gravelpit, that one payload map, and Turbine to an extent)
tr;dr: WORDSSSSSSSSS
also, could you post another overhead of the entire map?
I wasn't there when you guys were testing it, but I think I have an idea of what it looks like
Overhead up to A
Overhead of just B, its kind of similar to what you are talking about.
Sorry don't have an overhead of the entire map. I'll try to get one the next time i launch the map.
crucialityfactor, I like the idea. I'll have to think about how that could be worked in.
Portal 2 needs to come out so we can get our TF2 engine update with dynamic lighting and liquids
This will never happen for the same reason that Garry won't update Garry's Mod from the CSS engine to the superior Orange Box and Left 4 Dead engines. Actually it might be on the OB engine now, I'm not sure.
AzadIsCool on
0
Ingramthere was only Rage KageRegistered Userregular
I feel like the roof is too constrictive, maybe if the area was opened up a bit more it wouldn't feel like that. Here's a quick idea I put together in paint
The yellow indicates the lower bridge/tunnel idea I was talking about
The black arrows indicate spaces that need to be widened in my opinion
In my last post I said Blu needed a better entrance to the cp but I meant Red, I put an X over the bad entrance, it's too easy to lock down because of the stairs in my opinion
I see, very good suggestions. Now that I think about it, the entrance you X'ed does suffer from the same problem the exit on Gorge suffers from however, any exit is probably going to have that problem. Crash suggested last night that red have an entrance to cp-A drawn below in orange. This could help the problem.
This was what I thought as soon as you guys were discussing it and sounds good. Just need to watch the sniper sightline from the new red overlook to blues entrance directly across the point horizontally. A good sniper at either position will lock down the other team. The height difference may work with some detail above the point so that either position can only see the point itself.
What if you made point a more like a 2 story building? with an upper floor that leads down to the point that is accessible from outside?
Maybe like a rotating waterwheel on the outside?
I read this an thought that if the point building extended back to the wall with the B on it the elevated red walkway (the one that ends in stairs down now) could be this upper floor.
If the entire point building was made tall like the one directly across the water chasm then there could be a gantry crane that loads things from the point onto a boat in the water. Could be visible and block the play area to the right where the water just ends at the wall.
Portal 2 needs to come out so we can get our TF2 engine update with dynamic lighting and liquids
This will never happen for the same reason that Garry won't update Garry's Mod from the CSS engine to the superior Orange Box and Left 4 Dead engines. Actually it might be on the OB engine now, I'm not sure.
It's already running on the latest engine as far as I know. It needs to be to be ported to Mac, which he's in the process of doing.
I'm trying to figure out where to work in a forward spawn. Any suggestions?
Edit: I plan on throwing this up on the server in an hour or two but, I won't have time to make adjustments from the suggestions you guys gave today for around the A point. I'm hoping it will spark some more ideas for everyone if we play it with the changes made.
I'm pretty sure it's on the OB engine now that I looked at the required specs, but the "up to date engine" would be the L4D2 engine, and judging by the recommended specs, I don't think it's been ported to that yet. Also that would be why you can't use L4D models in GMOD.
My point with that post was that, just like how Garry said he wasn't going to upgrade past the OB engine because he didn't want to alienate players on older systems, Valve wouldn't dare upgrade TF2 from 6 year old engine (as far as I can tell, TF2 is on the same engine as HL2) to an all new one.
I'm trying to figure out where to work in a forward spawn. Any suggestions?
Edit: I plan on throwing this up on the server in an hour or two but, I won't have time to make adjustments from the suggestions you guys gave today for around the A point. I'm hoping it will spark some more ideas for everyone if we play it with the changes made.
What about the left side of the water, above the enclosed area Blu can use to get to A?
I'm pretty sure it's on the OB engine now that I looked at the required specs, but the "up to date engine" would be the L4D2 engine, and judging by the recommended specs, I don't think it's been ported to that yet. Also that would be why you can't use L4D models in GMOD.
My point with that post was that, just like how Garry said he wasn't going to upgrade past the OB engine because he didn't want to alienate players on older systems, Valve wouldn't dare upgrade TF2 from 6 year old engine (as far as I can tell, TF2 is on the same engine as HL2) to an all new one.
According to the SDK launcher TF2, Portal and HL2:EP2 all run on Source 2009.
LittleBoots on
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
I'm going to attempt to commandeer jobs/hdc later tonight for a practice. probably. for the tournament thing (if it's still happening), around 7pm central
I'm going to attempt to commandeer jobs/hdc later tonight for a practice. probably. for the tournament thing (if it's still happening), around 7pm central
Which tournament?
LittleBoots on
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
I'm trying to figure out where to work in a forward spawn. Any suggestions?
Edit: I plan on throwing this up on the server in an hour or two but, I won't have time to make adjustments from the suggestions you guys gave today for around the A point. I'm hoping it will spark some more ideas for everyone if we play it with the changes made.
What about the left side of the water, above the enclosed area Blu can use to get to A?
I just put a quick one in for the test, I'll probably end up doing what you suggested. Going to test hopefully soon.
I'm trying to figure out where to work in a forward spawn. Any suggestions?
Edit: I plan on throwing this up on the server in an hour or two but, I won't have time to make adjustments from the suggestions you guys gave today for around the A point. I'm hoping it will spark some more ideas for everyone if we play it with the changes made.
What about the left side of the water, above the enclosed area Blu can use to get to A?
I just put a quick one in for the test, I'll probably end up doing what you suggested. Going to test hopefully soon.
Wait till I'm done eating.
LittleBoots on
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
I'm pretty sure it's on the OB engine now that I looked at the required specs, but the "up to date engine" would be the L4D2 engine, and judging by the recommended specs, I don't think it's been ported to that yet. Also that would be why you can't use L4D models in GMOD.
My point with that post was that, just like how Garry said he wasn't going to upgrade past the OB engine because he didn't want to alienate players on older systems, Valve wouldn't dare upgrade TF2 from 6 year old engine (as far as I can tell, TF2 is on the same engine as HL2) to an all new one.
According to the SDK launcher TF2, Portal and HL2:EP2 all run on Source 2009.
Yeah, it's not so much the engine that takes up processing power these days: it's what's run through the engine (character models, physics) that would cause older machines to choke.
Every time I play a source game I'm amazed that it looks so damn good on my current machine but at the same time could run so well on my old machine with stuff turned down.
alright, someone give me a reason to play TF2 instead of SC2....
As has already been mentioned, hats. Remember that every minute spent not playing TF2 is a minute where you do not have the chance to get a wonderful hat. Or maybe you should watch a film with some very nice hats? The third man is a very good film+ there is a lot of hats in it, hell there is even 2 berets in it!
alright, someone give me a reason to play TF2 instead of SC2....
As has already been mentioned, hats. Remember that every minute spent not playing TF2 is a minute where you do not have the chance to get a wonderful hat.
Actually, potential hat-gaining time has been lowered to around 8-10 hours a week.
alright, someone give me a reason to play TF2 instead of SC2....
As has already been mentioned, hats. Remember that every minute spent not playing TF2 is a minute where you do not have the chance to get a wonderful hat.
Actually, potential hat-gaining time has been lowered to around 8-10 hours a week.
Well,then you have plenty of time to watch more hat based films!
Posts
Pyro super soaker that sprays globs of lightable napalm
fixed
The yellow indicates the lower bridge/tunnel idea I was talking about
The black arrows indicate spaces that need to be widened in my opinion
In my last post I said Blu needed a better entrance to the cp but I meant Red, I put an X over the bad entrance, it's too easy to lock down because of the stairs in my opinion
Maybe like a rotating waterwheel on the outside?
I see, very good suggestions. Now that I think about it, the entrance you X'ed does suffer from the same problem the exit on Gorge suffers from however, any exit is probably going to have that problem. Crash suggested last night that red have an entrance to cp-A drawn below in orange. This could help the problem.
Here is another overhead diagram, just in case anyone wants to drawn on it. We do have another approach too, in the area I've circled there could be another control point, however this would make the project longer, due to spawning and balance but, its a possibility we can look into.
because it would be awesome if point be was just a massive tower with small girders or something leading up to the top, ala gravel pit, and maybe inclined scouts/demomen/soldiers could jump off the top and onto the much smaller buildings around the point
then, when the round ends in a blue win, the bomb hanging on the underside of the last point falls, blowing up everything on ground level
this is just an idea I have, because I love the last point on gravelpit, it's only problem being that the blue team usally rolls it the second they cap the other points, because the red team is scrambling back to C, and the engis can't get their shit up quickly enough
hopefully, being able to jump onto the lower buildings should give red a defense against scouts charging up the walkways on on the point before defenses can be set up
then again, since there are only two points, engis will probably already have turtle style defenses set up before Blue even caps the first point, so this might have the side effect of being completely impenetrable
which makes me sad because I really like maps that give you the option of taking the fight to the second floor (sawmill, gravelpit, that one payload map, and Turbine to an extent)
tr;dr: WORDSSSSSSSSS
also, could you post another overhead of the entire map?
I wasn't there when you guys were testing it, but I think I have an idea of what it looks like
I think this area needs to be reworked a bit, but I want to check it out since you said you changed it since last night
Overhead up to A
Overhead of just B, its kind of similar to what you are talking about.
Sorry don't have an overhead of the entire map. I'll try to get one the next time i launch the map.
crucialityfactor, I like the idea. I'll have to think about how that could be worked in.
This will never happen for the same reason that Garry won't update Garry's Mod from the CSS engine to the superior Orange Box and Left 4 Dead engines. Actually it might be on the OB engine now, I'm not sure.
I read this an thought that if the point building extended back to the wall with the B on it the elevated red walkway (the one that ends in stairs down now) could be this upper floor.
If the entire point building was made tall like the one directly across the water chasm then there could be a gantry crane that loads things from the point onto a boat in the water. Could be visible and block the play area to the right where the water just ends at the wall.
It's already running on the latest engine as far as I know. It needs to be to be ported to Mac, which he's in the process of doing.
Edit: I plan on throwing this up on the server in an hour or two but, I won't have time to make adjustments from the suggestions you guys gave today for around the A point. I'm hoping it will spark some more ideas for everyone if we play it with the changes made.
My point with that post was that, just like how Garry said he wasn't going to upgrade past the OB engine because he didn't want to alienate players on older systems, Valve wouldn't dare upgrade TF2 from 6 year old engine (as far as I can tell, TF2 is on the same engine as HL2) to an all new one.
What about the left side of the water, above the enclosed area Blu can use to get to A?
According to the SDK launcher TF2, Portal and HL2:EP2 all run on Source 2009.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Which tournament?
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Every time there's an update to any Source game, garry's mod gets an update a day or two later.
So yes, it's still actively supported. Don't know if it gets new features, but it does get maintained.
I just put a quick one in for the test, I'll probably end up doing what you suggested. Going to test hopefully soon.
Wait till I'm done eating.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Yeah, it's not so much the engine that takes up processing power these days: it's what's run through the engine (character models, physics) that would cause older machines to choke.
Joe's Stream.
hats
Steam: Chagrin LoL: Bonhomie
I guess I'll just have to stick with Natascha instead.
P.M for e-mail if you can send it.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
As has already been mentioned, hats. Remember that every minute spent not playing TF2 is a minute where you do not have the chance to get a wonderful hat. Or maybe you should watch a film with some very nice hats? The third man is a very good film+ there is a lot of hats in it, hell there is even 2 berets in it!
Ceterum autem censeo, Carthaginem esse delendam
Actually, potential hat-gaining time has been lowered to around 8-10 hours a week.
why so dark
Because you're terrible at SC2?
Not sure if you are, but thats my excuse for playing TF2 instead :P
The Pipe Vault|Twitter|Steam|Backloggery|3DS:1332-7703-1083
Well,then you have plenty of time to watch more hat based films!
Ceterum autem censeo, Carthaginem esse delendam