Hey, I can finally play TF2! I've had it for awhile but I could never run it well because of computer issues, but now that I've upgraded I can actually play. So now I just need to learn the maps, which could take a while.
Hello everyone, took a long long break away from tf2.
I decided nethertheless to resume work on cp_zero.
Some pic of displacement/texturing work on the first stage : I'll have to retexture rock props later.
Hammer did a number of awful things to me and by the end of this project my griefs should be enough to invoke some twisted hat, or something.
Here's an overview of the map. I'm currentrly working on CP 5 - CP - 6 transition. Last stage should feature at least on forward spawn around CP 6. (this one will be underwater)
I'm looking at the new community avatars thing and while there is some neat stuff, there is way too much that is either terrible, completely unrelated to TF2 or both.
EDIT: And apparently there's also a bunch of people that have reuploaded the official avatars.
I'm looking at the new community avatars thing and while there is some neat stuff, there is way too much that is either terrible, completely unrelated to TF2 or both.
EDIT: And apparently there's also a bunch of people that have reuploaded the official avatars.
Is there judging involved? Or reward? If these images made it past some sort of screening process then yeah it's pretty lame. Otherwise just seems like a public gallery.
I'm looking at the new community avatars thing and while there is some neat stuff, there is way too much that is either terrible, completely unrelated to TF2 or both.
EDIT: And apparently there's also a bunch of people that have reuploaded the official avatars.
Is there judging involved? Or reward? If these images made it past some sort of screening process then yeah it's pretty lame. Otherwise just seems like a public gallery.
Either way, I don't understand why people upload the shit. I've even seen the box art of MW2 pressed into a square on there. Oh and there's the mountains sample picture from Windows XP.
After running around the cp_paproject last night, I had a lot of great suggestions, which sparked a few ideas I wanted to run by everyone.
First off, I thought it would be interesting to run a test with a third cp added in. The picture below should explain the setup.
If this works, my final hope is to make the cap points run something like this as degrees of hardness to cap.
CP-A - Blue caps around 75-80% of the time.
CP-B - Blue caps around 50%-60% of the time(more than half).
CP-C - Blue caps around 35%-45% of the time.
Once CP A (the new point) is capped, red's forward spawn would stop working and time would be added. Once CP B is capped, blue would receive a forward spawn and time would be added.
2nd, we had a lot of people express how it is hard to get a good sentry placement around the current CP A point. I added these two spots. The picture below provides the changes.
These spots may be overpowered so if the test show this then they can be tweaked down. However I feel like the map provides the ability to take these sentry's down, so this should create the need for good pushes.
Lastly, Ebo and a few others have suggested a 2nd spawn on the last point. I think its a wonderful idea, but I'm struggling with a good placement. Picture below explains the current setup:
This setup shows the current red spawn and blue's point of entry.
-As you can see I tried to create a vertical line as far as how the two teams should be providing pressure on the point, illustrated with the Yellow line.
-The Green line illustrates something that hopefully blue will have no intention to cross to spawn camp.
-I'm currently building a new 2nd floor area, called the New Area. I want to provide some negative space behind the building to provide a pull effect, so that players are essentially pushed to control this "new area" to control the point.
-You can see a Brown circle with a star in it that shows a possible 2nd spawn room for red. My struggle is keep the 2nd red spawn so that it is not easily camped and so that Red doesn't have very easy access to the point (like gravelpit.)
Do you think you could do some magic where the red forward spawn can do a goldrush type deal, where when the point is captured, one door locks, and another one opens? I always feel like that's a neat thematic element, kind of builds on the theme that red is defending something that's important, but may not be worth it if it's hard to balance.
It may disguise the map design of being three rectangles in a row.. by turning CP C and the old red spawn 90 degress counterclockwise, blue shifts their assault from an east-west attack to a south-north one. This could also potentially shorten some routes that defense can take advantage of.
It works out well enough, but the little step up between snow and concrete makes it hard to place a gun there. It seems to be a perfect protected corner for an engy nest but has no metal- which isn't necessarily an issue, except that you can't hop up on the little overlook behind you to get more without dispenser jumping. Additionally the sentry barely covers the point, sometimes targeting and sometimes not. What I like about building here in a meta sense is that it gives the offensive quick cappers (rocket-jumping, scouts) something to worry about and creates a focus point to the right, encouraging use of the right side tunnel to get behind the sentry. The whole nest area there needs to be raised slightly (i mean very slightly- just enough to be able to jump up to the overlook, maybe half a barrel-height). I had also been building a tele behind me in the corner there to keep defensive bots on that side of the point, but a second spawn would make that unnecessary I guess.
bots are stupid. However, this one is almost a genius. If he just moved up to the next rock he would have a decent line on the point (and a great one on the ramps) while the rock and "B" sign obstruct fire from the balcony and main offensive chute.
Ha, I got thought your first paragraph and thought, "I could turn map 90 degrees." Then read your 2nd paragraph and laughed. I think its a good idea, I'll have to give it a try with this test.
I don't approve of this third CP thing, really. It just complicates the map. although I guess the scale of the map is very much like Gorge with Gravelpit's tower at the end, and to that end you don't really have the amount of fighting between blu spawn and A that gorge does.
Lastly, Ebo and a few others have suggested a 2nd spawn on the last point. I think its a wonderful idea, but I'm struggling with a good placement. Picture below explains the current setup:
This setup shows the current red spawn and blue's point of entry.
-As you can see I tried to create a vertical line as far as how the two teams should be providing pressure on the point, illustrated with the Yellow line.
-The Green line illustrates something that hopefully blue will have no intention to cross to spawn camp.
-I'm currently building a new 2nd floor area, called the New Area. I want to provide some negative space behind the building to provide a pull effect, so that players are essentially pushed to control this "new area" to control the point.
-You can see a Brown circle with a star in it that shows a possible 2nd spawn room for red. My struggle is keep the 2nd red spawn so that it is not easily camped and so that Red doesn't have very easy access to the point (like gravelpit.)
The idea I had in mind for the placement of the split red spawn room would be behind the doorway around 12 O'Clock in that picture, under the RED bomb sign.
Good work, though, Hey You. Looks really good so far.
I'm kind of hoping that the addition of an addition cp will help with the map pacing as well as create further goals/strategy for blue (ie, if we capture this point, it will push back reds spawn and add time for us, etc.)
This could be a bad idea. I'm hoping to run a test tomorrow night for this idea to see how it rolls.
I think with 2 points, people will value defending the first one a lot more instead if there were 3.
Yeah, I'm probably starting to overdo it, I have a tendency to do that. I'll probably wait on doing this then, unless it looks like it's needed. At this point, I really don't want to shrink the map much more, It's almost the same exact size as Gorge. I think it feels bigger thought because of the lack of detail. I was hoping an extra point would help with the feel of the size.
Might try to get a solid test version and see if we can get it running on jobs or honc so that we can rotate through the map for a few cycles to see where major problem areas lie. I would really like to start getting the into the detailing teams hands in the next 2-4 weeks then make minor changes after that, where needed.
Also, we need an animator for the explosion. I'm not sure if we have anyone with that capability. The final building will need to fall apart and explode. Littleboots created the bomb, It looks really nice and big.
I want to try making an animation. I don't know if I'll be able to pull it off satisfactorily.. but I've done some reading on the process, and I can take care of the technical aspects. Making it look professional is my uncertainty.
I should add, it's better to hold off until the geometry is finished too. You have to export the vmf and build the animation outside of Hammer, which means adjusting for big changes in the map is a serious pain in the butt.
Nice. Yeah, this will be one of those things that is done when the project is 95% done. I know the last point needs to be rebuilt to incorporate the new bigger, better, bomb.
like the entire shack is actually just the tail assembly of the bomb big
like so big it only actually drops about three feet before it hits the ground big
edit: serious discussion- yes, get it up on the rotations ASAP. I don't want to go three maps without playing this once, because three maps is about how long a full PA server lasts. I wouldn't worry too much about the size- gorge has plenty of less-than-frequented areas. Actually I think the left side route to behind B on gorge should be your model for the right-side tunnel on paproject B.
Please forgive my rage. I need a thing that unbinds my voice comm key when it senses critical levels of adrenaline in my bloodstream or something.
Do what I do and just start smacking things with the hand you use to hit the voice comm key.
You can yell all you want and no one outside of earshot can hear you!
That results in an armchair with a missing armrest. :oops:
Yeah... I'm thinking deep breaths after every death whether I need 'em or not.
---
Dispatch from the Department of Bad Ideas: that I might actually act on
plr_knot
Set in a mine-shaft with a RED base and BLU base on opposite sides, in an area about the size of Hightower. However, roughly triple the amount of railing coats the entire map at various altitudes, meaning both teams will have to criss-cross the map several times to move their bomb along to the final ascent that drops it into the enemy spawn. This centralized design should ensure that the game does not move into the usual format where the losing team abandons their own cart and simply attempts to prevent the leading team from winning, at which point the game has devolved into standard Payload, by keeping all combatants in the same arena at all times regardless of the position of the carts.
Kupi on
My favorite musical instrument is the air-raid siren.
His mouse hit his keyboard on the first shot that's why it was so terrible. If it wasn't for the keyboard and mouse being physical objects he would be flawless 100% of the time. Beliedat.
Idea for the final explosion, based on how I assume they work;
From what I've seen the final explosion is basically a massive prop that has an explosion animation, right? We could set up a big displacement crater under the area that is going to end up exploding. The prop explodes into a huge charred crater with rubble and big smoke clouds coming out of it. I think we could make this really bad ass.
I will volunteer myself to create the crater if you show me what the boundry of the prop is going to be.
I am fully commited to making this the most epic final explosion in tf2 ever.
We'll have to set up a camera that it forces everyone in spec to go to that is sort of further away showing it. If we could somehow get a mushroom cloud, that would be amazing.
edit: Can you tell I geek out for the art side of map making more than gameplay? I need to work on that.
Here's the debate for everyone. The red team is keeping a bomb strung up to blow up something at some point. Blue is coming in to control the bomb. Who gets to drop it. Does it make sense to drop the bomb when red successfully defends blue or for the bomb to drop when blue captures the point?
My opinion is it should drop when red defends the point successfully. It wouldn't make sense for red to stream up a bomb if they didn't plan on dropping it at some point.
LIttleboots thought it should be to expose Australian Gold (or whatever that stuff is) that's in the ground
Crash, I'm all gameplay. Which is probably a good thing seeing that most people are probably keen on detailing.
Posts
I decided nethertheless to resume work on cp_zero.
Some pic of displacement/texturing work on the first stage : I'll have to retexture rock props later.
Hammer did a number of awful things to me and by the end of this project my griefs should be enough to invoke some twisted hat, or something.
Here's an overview of the map. I'm currentrly working on CP 5 - CP - 6 transition. Last stage should feature at least on forward spawn around CP 6. (this one will be underwater)
I assumed he meant the massive team stax.
And then someone else on the other side could switch, maybe? Somewhat balancing the stacked teams that apparently wasn't a problem?
EDIT: And apparently there's also a bunch of people that have reuploaded the official avatars.
What good times those were...
Anyway, I prefer my avatar from the Fancy vs. Nasty update.
Is there judging involved? Or reward? If these images made it past some sort of screening process then yeah it's pretty lame. Otherwise just seems like a public gallery.
Either way, I don't understand why people upload the shit. I've even seen the box art of MW2 pressed into a square on there. Oh and there's the mountains sample picture from Windows XP.
Your mom is a liar.
First off, I thought it would be interesting to run a test with a third cp added in. The picture below should explain the setup.
CP-A - Blue caps around 75-80% of the time.
CP-B - Blue caps around 50%-60% of the time(more than half).
CP-C - Blue caps around 35%-45% of the time.
Once CP A (the new point) is capped, red's forward spawn would stop working and time would be added. Once CP B is capped, blue would receive a forward spawn and time would be added.
2nd, we had a lot of people express how it is hard to get a good sentry placement around the current CP A point. I added these two spots. The picture below provides the changes.
Lastly, Ebo and a few others have suggested a 2nd spawn on the last point. I think its a wonderful idea, but I'm struggling with a good placement. Picture below explains the current setup:
-As you can see I tried to create a vertical line as far as how the two teams should be providing pressure on the point, illustrated with the Yellow line.
-The Green line illustrates something that hopefully blue will have no intention to cross to spawn camp.
-I'm currently building a new 2nd floor area, called the New Area. I want to provide some negative space behind the building to provide a pull effect, so that players are essentially pushed to control this "new area" to control the point.
-You can see a Brown circle with a star in it that shows a possible 2nd spawn room for red. My struggle is keep the 2nd red spawn so that it is not easily camped and so that Red doesn't have very easy access to the point (like gravelpit.)
It may disguise the map design of being three rectangles in a row.. by turning CP C and the old red spawn 90 degress counterclockwise, blue shifts their assault from an east-west attack to a south-north one. This could also potentially shorten some routes that defense can take advantage of.
It works out well enough, but the little step up between snow and concrete makes it hard to place a gun there. It seems to be a perfect protected corner for an engy nest but has no metal- which isn't necessarily an issue, except that you can't hop up on the little overlook behind you to get more without dispenser jumping. Additionally the sentry barely covers the point, sometimes targeting and sometimes not. What I like about building here in a meta sense is that it gives the offensive quick cappers (rocket-jumping, scouts) something to worry about and creates a focus point to the right, encouraging use of the right side tunnel to get behind the sentry. The whole nest area there needs to be raised slightly (i mean very slightly- just enough to be able to jump up to the overlook, maybe half a barrel-height). I had also been building a tele behind me in the corner there to keep defensive bots on that side of the point, but a second spawn would make that unnecessary I guess.
3DS: 0447-9966-6178
Edit: Good stuff Molybdenum. Thanks
I don't approve of this third CP thing, really. It just complicates the map. although I guess the scale of the map is very much like Gorge with Gravelpit's tower at the end, and to that end you don't really have the amount of fighting between blu spawn and A that gorge does.
3DS: 0447-9966-6178
The idea I had in mind for the placement of the split red spawn room would be behind the doorway around 12 O'Clock in that picture, under the RED bomb sign.
Good work, though, Hey You. Looks really good so far.
This could be a bad idea. I'm hoping to run a test tomorrow night for this idea to see how it rolls.
needs urgent moderation
Yeah, I'm probably starting to overdo it, I have a tendency to do that. I'll probably wait on doing this then, unless it looks like it's needed. At this point, I really don't want to shrink the map much more, It's almost the same exact size as Gorge. I think it feels bigger thought because of the lack of detail. I was hoping an extra point would help with the feel of the size.
Might try to get a solid test version and see if we can get it running on jobs or honc so that we can rotate through the map for a few cycles to see where major problem areas lie. I would really like to start getting the into the detailing teams hands in the next 2-4 weeks then make minor changes after that, where needed.
Also, we need an animator for the explosion. I'm not sure if we have anyone with that capability. The final building will need to fall apart and explode. Littleboots created the bomb, It looks really nice and big.
like the entire shack is actually just the tail assembly of the bomb big
like so big it only actually drops about three feet before it hits the ground big
edit: serious discussion- yes, get it up on the rotations ASAP. I don't want to go three maps without playing this once, because three maps is about how long a full PA server lasts. I wouldn't worry too much about the size- gorge has plenty of less-than-frequented areas. Actually I think the left side route to behind B on gorge should be your model for the right-side tunnel on paproject B.
3DS: 0447-9966-6178
That results in an armchair with a missing armrest. :oops:
Yeah... I'm thinking deep breaths after every death whether I need 'em or not.
---
Dispatch from the Department of Bad Ideas:
that I might actually act on
plr_knot
Set in a mine-shaft with a RED base and BLU base on opposite sides, in an area about the size of Hightower. However, roughly triple the amount of railing coats the entire map at various altitudes, meaning both teams will have to criss-cross the map several times to move their bomb along to the final ascent that drops it into the enemy spawn. This centralized design should ensure that the game does not move into the usual format where the losing team abandons their own cart and simply attempts to prevent the leading team from winning, at which point the game has devolved into standard Payload, by keeping all combatants in the same arena at all times regardless of the position of the carts.
http://www.youtube.com/watch?v=18w7EG6ffLM
I feel so much smarter!
I went away for a week and there's no new hats. What gives?
From what I've seen the final explosion is basically a massive prop that has an explosion animation, right? We could set up a big displacement crater under the area that is going to end up exploding. The prop explodes into a huge charred crater with rubble and big smoke clouds coming out of it. I think we could make this really bad ass.
I will volunteer myself to create the crater if you show me what the boundry of the prop is going to be.
I am fully commited to making this the most epic final explosion in tf2 ever.
We'll have to set up a camera that it forces everyone in spec to go to that is sort of further away showing it. If we could somehow get a mushroom cloud, that would be amazing.
edit: Can you tell I geek out for the art side of map making more than gameplay? I need to work on that.
Crash, I'm all gameplay. Which is probably a good thing seeing that most people are probably keen on detailing.