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Custom map server.
Server IP: 208.167.243.68:27015 Stats page
Download the Map Pack. 253 MB download.
Contents of the map pack (updated: May 17th):
Predictions For The Future:
-pyro fixed, flamethrowers now less powerful than their primary gun, optimization of game code latter removes laggy particle effects from a minor class
-heavy made as powerful as the other classes through new weapons that give faster speed and self healing, making the game more fun
-New melee weapon for Demolition Expert that kills in one hit, as the class was meant for close, melee focused combat
-Fixed bug where pyros gained crits sometimes, especially with the backburner in certain scenarios
-Heavy fake crits fixed, heavy crit rate set to 100%
-More crazy, zany, large, head obscuring hats added to fix sniping
-Sniper given close range weapon to improve teamwork
-New, better, weapons released for classes that need more powerful main guns, such as the heavy, demo, and spy
-TF3 will come out the same time Half-Life 3 does, in spring 3016
-Valve corrects history by fixing all the developer commentaries contradicting TF2's currently perfect design, especially in regards to the character silhouettes
-Donating to Gaben's private Swiss banking account will give you admin powers on all valve servers
-TF3 implements a system where you may gain new, strange, weapons and incredibly rare hats by paying money for a random chance to win them; I know I'm going a little out on a limb with this one, but I think it'll happen in the far future
Spanish Inquisition on
AKA: gottabegaming, gotta, gottabeajerk, and Mr. Wave's Point/Click Adventure.
yea we didnt have full action on the server until like quarter to ten EST
Crash
thought the map was really good.
i like the secret door on stage 1
thought the first part of the second stage had too much line of sight and became a sniper hell hole, though we eventually pushed through so i wouldn't tweak it to hard
seemed like the last point was really easy to defend. what about if you only made one entrance to get into the underground which brought you to the end, or maybe one on each end with one in the middle. it was really easy to get slaughtered by a sudden soldier who randomly just dropped down
Feedback on the play testing of my map earlier is greatly appreciated, from anyone who was there.
There had been discussion of trying to create better places for sentries on the last point of the second stage so I went engineer to play around a bit. There is a ledge that runs around the top of Red spawn with a little wall towards where Blu is coming from and beside it is a little white ramp. I'm not 100% sure of the purpose of this ramp but it works OK to put a quick sentry on top that has very good coverage but falls victim to nearly every other sentry place in that it is easily out ranged by everything. Beside it on the left though proved to be a little more useful. It has OK visibility of the opposite ledge as well as the tunnel entrance below to cover attackers trying to get behind the defenders. Unfortunately the white ramp thing previously mentioned is designed in such a way that any sentry placed here can still be easily sniped. It would be nice if this white block that I speak of could be filled out underneath. I have included a diagram to illustrate what I mean.
This should afford it some protection from the right (and notably limit its coverage area some, unfortunately). It can still be out ranged a little bit from the tunnel leading to the opposite ledge as I think antipop kept doing to me and can be piped easily but at least it won't be getting sniped. Snipers are super annoying.
I apologize if this doesn't make any sense to people, but it becomes pretty clear if you can actually see the map. I should have taken screenshots...
I THINK I understand what you mean. You mean the white block above where the cart drops in after cap? If you are facing the attackers to the left of that is the good sentry position?
I just filled it out as per your request. It was really just an idea for a detail later (a support that held the cables that lowered the cart down) but I'm glad to see it had some effect on gameplay, that's the reason to put those things in early. I filled in in already.
I'm going to start looking around that area to see if I can make it less sniper friendly. I had a feeling it would be to some extent, but it seemed to be worse than I thought. That's why there are a lot of sort of random structures around.
Another idea I had was to separate off the previous area from the final a bit more. It seems like one of the biggest problems was that it was difficult to amass in any area before making a push. You had to constantly be in the line of fire to get anywhere. At the very least, I could possibly put in a building connecting to the left side towards the ramp going up, that would provide a decent amount of cover and give a way in without being too exposed.
It seems like it is actually balanced decently, but in the sense that it is both hard to defend and hard to attack. This unfortunately isn't necessarily a good thing.
I greatly appreciate the feedback though, especially with pictures. It helps me a ton for people to even just look at my map and explain what they see. Everyone plays a bit differently, so getting an outside perspective helps a ton. I look at this map for hours and I end up seeing it differently that everyone else. Also, it really doesn't help that I don't play much engineer.
I'll go through it again, I love the underground area, that's laid out spectacularly.
The last corner that Blu couldn't get around seemed a bit overly difficult if only because it was a bit of a chokepoint, but that's not necessarily a *bad* thing. To be fair, I didn't get to see most of that corner as I kept exploding into little bits of Doctor everywhere.
I'll go through it again, I love the underground area, that's laid out spectacularly.
The last corner that Blu couldn't get around seemed a bit overly difficult if only because it was a bit of a chokepoint, but that's not necessarily a *bad* thing. To be fair, I didn't get to see most of that corner as I kept exploding into little bits of Doctor everywhere.
yea i thought the same thing about the last bit. i seem to recall them having like a billion sentries set up there with absolutely no cover, but i may be mistaken
I THINK I understand what you mean. You mean the white block above where the cart drops in after cap? If you are facing the attackers to the left of that is the good sentry position?
That is what I meant, yeah. It seemed to work pretty well as a sentry position in that it messes up the flankers quite a lot but is so close to the end that if you really relied on it too heavily for your defense then its collapse would mean your doom. We had a heavy and a sniper up there too with my dispenser and that seemed to work pretty well. Maybe too well? I don't know these balance things.
I think if anything I need to define the last "courtyard" area a bit better. Just so the attackers have a "safe" place to be before they push into the last zone. Sort of like how Goldrush does it on... every last point I can think of on it. Time to load up some Valve maps and steal concepts!
As for balance, it is a really hard thing to quantify. It's just a matter of maintaining a decent attacker win/ loss (attackers should win more than lose, since both teams should have a turn attacking) but ramping up the difficulty for attackers per stage. Plus it has to be fun. That part is important, I guess.
@Crash, the map is well done and I have no doubt that putting things like that together are more difficult than they are to critique.
Balance is incredibly difficult to quantify, especially with a game like this. The onus you take is how to make the map viable for all classes. One misstep and you've either completely black sheeped a class (corridor based maps make Scout/Spy difficult) from the map OR made spots that essentially lead to over-powering a class (i.e. Sniper row). The fact that you seem to be able to put together maps that work for all classes is pretty rad.
Thanks! I greatly appreciate you guys taking the time to give me feedback, I really cant emphasize enough how much it helps me out. I feel like this is the first time a map I've made has some serious potential, so I'm pretty excited about it.
Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
Fixed an issue with the multi-threaded renderer which could cause a crash on map change
Adjusted whitespace to improve formatting in status command output
Changed stats output to show KB/s instead of bytes/sec, added a connections column, and changed the users column to "Map changes"
Fixed game servers not being able to execute the retry command due to the dependence on the connect command (which is not executable by game servers)
Made sndplaydelay executable by servers
Server frame rate is now based on the tickrate of the active Source mod, not the fps_max convar
Server processing delays have been reduced, especially for servers on modern Linux kernels
Entity processing logic has been optimized to significantly reduce CPU usage on full servers
Multi-threaded server code is now enabled by default under Linux (already enabled on Windows)
An exploit with non-printable characters causing lag on Windows servers has been fixed
CPU is fully yielded back to the system whenever the server is running faster than the tickrate
Dramatic increase in performance for low-level math libraries
Day of Defeat: Source
Removed tickrate command line parameter
Updated the localization files
Counter-Strike: Source
Prevent AWP cycle time exploit using quick switch
Fixed bug causing HUD History to display item pickups from nearby players
Increased sized of HUD History resource to prevent clipping
Changed grenade damage so that it always hits HITGROUP_GENERIC and takes into account armor for damage calculations
Reduced standing and moving accuracy for pistols
Decreased accuracy while moving with sniper rifles
Added additional legacy mode (3) to cl_dynamiccrosshair
Updated the localization files
Team Fortress 2
Manniversary:
Experimenting with a new store interface with a subset of players
Added several dozen community items in celebration of the Manniversary
Added loadout presets -- each class can now store four complete loadouts, including weapons and cosmetic items, and change between them with the press of a button.
Added a new item type that can accept user-applied decals. Take any image off your hard drive, put it on a stick, and then smash people with it! (See the Decal Tool in the store!)
Added new co-operative high five taunt
Class select menu now shows the active loadout for each class
Characters can now equip two misc-slot items at once
Added a new in-game abuse-reporting system (see "Capture abuse report data" under "Miscellaneous" controls)
Non-newly-released weapons in the store can now be tried out for free once per week! This will give you a fully-functional version of the weapon to be used in-game for no cost. If you decide you like it, you can purchase it for a discount during the trial period.
All items purchased in the store can be used for crafting and can be traded after a few days
Added a new startup music track from Meet The Medic
Integrated with the new Steam Workshop to enable the publication and management of community contributed content
Maps:
Added new community control point map Gullywash. Stamps are available in the store to support community map authors!
Barnblitz is now available for offline practice
Frontier: various geometry fixes
Gorge/5Gorge: added team-specific func_nobuild brushes in elevated forward spawn areas
Replay:
New camera shake functionality added for replays that are not sufficiently dramatic
New slow-motion functionality added for replays where even camera shake does not provide sufficient drama
Added support for recording voice chat into replays
Items:
Pocket Medic can now be equipped by the Soldier in addition to the Heavy
World Traveler's Hat and the Connoisseur's Cap are now paintable
Bonk Boy and Foster's Facade are now misc slot items
Fixed The Director's Vision not playing animations correctly for all classes in the loadout screen
The Killer Exclusive is now paintable
When sorting the backpack, otherwise-equivalent items will sort by strange weapon rank and crate series number if possible
When selecting items from the loadout, weapons with different kill eater ranks will all show up
Hat of Undeniable Wealth And Respect animations have been added. Really.
LOD models added to several older cosmetic items
Response Rules:
Reduced the chance of many response lines occurring
Responses related to cart progress no longer play when disguised
Players will now always call for a medic when low on health or when on fire when a medic is under the crosshair, whereas previously the character would ask the medic to follow them
Named base items will no longer trigger responses that were supposed to be for new item variants
Added additional Jarate hit responses
Demoman:
Added achievement award response
Removed "I didn't need your help y'know" line if being healed by a Medic
Saxxy kills will use the same lines as kills from the frying pan
Taunting with The Pain Train or the Saxxy now plays the same taunt as the grenade launcher
Added a taunt for The Ullapool Caber
Engineer:
Fixed a problem that caused him not to say thanks after exiting a teleporter
Saxxy kills will use the same lines as kills from The Golden Wrench
Added a previously unused golden wrench kill line
Added an occasional response when swinging The Gunslinger
Wrangler taunt now performs the pistol taunt animation
Heavy:
Added a previously unused fist swing line
Medic:
Added a line to the response that occurs when doing a battle cry while looking at an enemy while holding a melee weapon
Taunting with a Saxxy plays the medigun taunt
Taunting with the Solemn Vow or the Crusader's Crossbow now plays the same taunt as the syringe gun
Scout:
Removed the response when killing an enemy Scout or Pyro and moved the lines to the dominating Pyro/Scout response
Added a rare response to double jumping after getting a recent kill
Sniper:
Reduced chattiness when getting many sequential kills
Added a missing line to the scoped revenge response
Taunting with a Saxxy no longer play lines that reference a knife
Soldier:
Added a line to the getting übercharged response
Taunting with the Righteous Bison, Battalion's Backup, or the Saxxy now play the Buff Banner taunt
Bots:
TFBots have a percentage chance of noticing weapon fire based on their difficulty level. Easy bots are fairly oblivious, and Expert bots notice pretty much everything.
TFBots now treat certain weapon attacks as "quiet" (Spy knife, cloaking/uncloaking, some melee weapons, fists, etc). "Quiet" weapons can only be heard by TFBots when nearby, and their chance of being noticed is halved if the environment is "noisy" (ie., lots of non-quiet gunfire going on in the area). This greatly improves Spies ability to backstab TFBots without the entire team immediately turning on them.
bot improvements:
Spy bots are much better about circling around and backstabbing their victims now
Improved Spy bot target selection in some situations (ie: clusters of sentries and enemy players)
Spy bots will give up on an attack and retreat if an enemy sentry gun aims at them
Spy bots now avoid nearby enemies while disguised and/or cloaked so they don't bump into them and give themselves away
Spy bots now have a simple notion of when their “cover is blown" now
Spy bots lead their target's position as they chase them down for a backstab now
Spy bots don't go after victims until setup time has elapsed
Hard and Expert Spy bots avoid looking at their prey until they get close and go for the stab
Easy Spy bots don't avoid enemies, or try to get behind before stabbing
Normal Spy bots don't avoid enemies
Fixed bug where Spy bots would jump against the enemy spawn gates during setup time
Medic bot improvements:
Medic bots stick much closer to running patients now
Medic bots stick much closer to their patient if they have an Ubercharge ready, or are deploying their Uber
Medic bots hide from Sentryguns now, too
Pyro bot improvements:
Pyro bots are less "pushy" with their compression blast, but will use it against Ubers and to get enemies off of a capture point
Other:
Razer Hydra support can be enabled via "sixense_enabled 1" in the console. See http://sixense.com/tf2 for details.
Added "tf_allow_taunt_switch". Set to 0 for disallowed (default behavior), 1 for old bug behavior, or 2 to allow weapon switching any time during the taunt.
Screenshots can now be hooked up to the Steam Community automatically. There is a new option to control this under "Miscellaneous" in the Advanced Options page.
Fixed gold ragdolls playing custom death animations when they should be locked in a pose
Fixed Buffalo Steak Sandvich not having a cooldown if the Heavy is at full health.
Fixed touching a cabinet while under the effects of the Buffalo Steak Sandvich removing the mini-crits but not removing the melee weapon restriction
Fixed particle effects not showing up on spy disguise items
Fixed spies never using genuine, community, or self-made items as disguise weapons
Fixed demoman weapons primary/secondary being backwards in the loadout screen
Fixed effects on Sticky Jumper grenades
Fixed net_graph not updating server framerate when FPS is greater than 1000
Fixed game servers not being able to execute the retry command
Renamed tf_show_voice_icons to mp_show_voice_icons
Updated the localization files
Patch notes
Added a new item type that can accept user-applied decals. Take any image off your hard drive, put it on a stick, and then smash people with it! (See the Decal Tool in the store!)
Added a new in-game abuse-reporting system (see "Capture abuse report data" under "Miscellaneous" controls)
ShogunHair long; money long; me and broke wizards we don't get alongRegistered Userregular
so my update was literally going at 112 bytes/sec and I hung up at 29%. Tried restarting but Steam refuses to connect now. Internet seems to be working fine.
Added "tf_allow_taunt_switch". Set to 0 for disallowed (default behavior), 1 for old bug behavior, or 2 to allow weapon switching any time during the taunt.
FUCK YEESSSS.
Replay:
New camera shake functionality added for replays that are not sufficiently dramatic
New slow-motion functionality added for replays where even camera shake does not provide sufficient drama
Added support for recording voice chat into replays
Posts
-pyro fixed, flamethrowers now less powerful than their primary gun, optimization of game code latter removes laggy particle effects from a minor class
-heavy made as powerful as the other classes through new weapons that give faster speed and self healing, making the game more fun
-New melee weapon for Demolition Expert that kills in one hit, as the class was meant for close, melee focused combat
-Fixed bug where pyros gained crits sometimes, especially with the backburner in certain scenarios
-Heavy fake crits fixed, heavy crit rate set to 100%
-More crazy, zany, large, head obscuring hats added to fix sniping
-Sniper given close range weapon to improve teamwork
-New, better, weapons released for classes that need more powerful main guns, such as the heavy, demo, and spy
-TF3 will come out the same time Half-Life 3 does, in spring 3016
-Valve corrects history by fixing all the developer commentaries contradicting TF2's currently perfect design, especially in regards to the character silhouettes
-Donating to Gaben's private Swiss banking account will give you admin powers on all valve servers
-TF3 implements a system where you may gain new, strange, weapons and incredibly rare hats by paying money for a random chance to win them; I know I'm going a little out on a limb with this one, but I think it'll happen in the far future
NO ONE EXPECTS THE SPANISH INQUISITION! Oh bugger.
It's like page 34 turned into a time machine.
when are people getting on the servers? I haven't played on PA in weeks because everytime I check no one is there =(
Shogun Streams Vidya
Crash
thought the map was really good.
i like the secret door on stage 1
thought the first part of the second stage had too much line of sight and became a sniper hell hole, though we eventually pushed through so i wouldn't tweak it to hard
seemed like the last point was really easy to defend. what about if you only made one entrance to get into the underground which brought you to the end, or maybe one on each end with one in the middle. it was really easy to get slaughtered by a sudden soldier who randomly just dropped down
No, it can't have Dust on it.
That new Counterstrike thing hasn't come out yet.
[/applaud]
Also, Nerf Now's Engie-tan is my spray
The update that was supposed to be coming out yesterday is coming out today instead.
There had been discussion of trying to create better places for sentries on the last point of the second stage so I went engineer to play around a bit. There is a ledge that runs around the top of Red spawn with a little wall towards where Blu is coming from and beside it is a little white ramp. I'm not 100% sure of the purpose of this ramp but it works OK to put a quick sentry on top that has very good coverage but falls victim to nearly every other sentry place in that it is easily out ranged by everything. Beside it on the left though proved to be a little more useful. It has OK visibility of the opposite ledge as well as the tunnel entrance below to cover attackers trying to get behind the defenders. Unfortunately the white ramp thing previously mentioned is designed in such a way that any sentry placed here can still be easily sniped. It would be nice if this white block that I speak of could be filled out underneath. I have included a diagram to illustrate what I mean.
This should afford it some protection from the right (and notably limit its coverage area some, unfortunately). It can still be out ranged a little bit from the tunnel leading to the opposite ledge as I think antipop kept doing to me and can be piped easily but at least it won't be getting sniped. Snipers are super annoying.
I apologize if this doesn't make any sense to people, but it becomes pretty clear if you can actually see the map. I should have taken screenshots...
I just filled it out as per your request. It was really just an idea for a detail later (a support that held the cables that lowered the cart down) but I'm glad to see it had some effect on gameplay, that's the reason to put those things in early. I filled in in already.
I'm going to start looking around that area to see if I can make it less sniper friendly. I had a feeling it would be to some extent, but it seemed to be worse than I thought. That's why there are a lot of sort of random structures around.
Another idea I had was to separate off the previous area from the final a bit more. It seems like one of the biggest problems was that it was difficult to amass in any area before making a push. You had to constantly be in the line of fire to get anywhere. At the very least, I could possibly put in a building connecting to the left side towards the ramp going up, that would provide a decent amount of cover and give a way in without being too exposed.
It seems like it is actually balanced decently, but in the sense that it is both hard to defend and hard to attack. This unfortunately isn't necessarily a good thing.
I greatly appreciate the feedback though, especially with pictures. It helps me a ton for people to even just look at my map and explain what they see. Everyone plays a bit differently, so getting an outside perspective helps a ton. I look at this map for hours and I end up seeing it differently that everyone else. Also, it really doesn't help that I don't play much engineer.
The last corner that Blu couldn't get around seemed a bit overly difficult if only because it was a bit of a chokepoint, but that's not necessarily a *bad* thing. To be fair, I didn't get to see most of that corner as I kept exploding into little bits of Doctor everywhere.
yea i thought the same thing about the last bit. i seem to recall them having like a billion sentries set up there with absolutely no cover, but i may be mistaken
That is what I meant, yeah. It seemed to work pretty well as a sentry position in that it messes up the flankers quite a lot but is so close to the end that if you really relied on it too heavily for your defense then its collapse would mean your doom. We had a heavy and a sniper up there too with my dispenser and that seemed to work pretty well. Maybe too well? I don't know these balance things.
As for balance, it is a really hard thing to quantify. It's just a matter of maintaining a decent attacker win/ loss (attackers should win more than lose, since both teams should have a turn attacking) but ramping up the difficulty for attackers per stage. Plus it has to be fun. That part is important, I guess.
EDIT: Heh, "RAINBOLT DASH".
Balance is incredibly difficult to quantify, especially with a game like this. The onus you take is how to make the map viable for all classes. One misstep and you've either completely black sheeped a class (corridor based maps make Scout/Spy difficult) from the map OR made spots that essentially lead to over-powering a class (i.e. Sniper row). The fact that you seem to be able to put together maps that work for all classes is pretty rad.
Shogun Streams Vidya
Oh hey the other thread fixed itself.
Patch notes
Added a new item type that can accept user-applied decals. Take any image off your hard drive, put it on a stick, and then smash people with it! (See the Decal Tool in the store!)
Added a new in-game abuse-reporting system (see "Capture abuse report data" under "Miscellaneous" controls)
I'm sure those two aren't related at all.
Shogun Streams Vidya
FUCK YESSSS-ER
Also cool for Gullywash, that is a good map.
this little tidbit is exciitng too
All items purchased in the store can be used for crafting and can be traded after a few days
crash i think adding a regroup spot before teh final point would be a good idea.
L'il Saxton may have caused me to laugh way too hard, and I may have stuff all over my dash. (At work, leeching internets from the McD's next door.)
Restarted the server, dunno if it's taken the update yet. But yay Gullywash. Was wondering why it hasn't been updated recently.
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