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[TF2] koth_nerve

  • Mazy
  • August 3, 2011 at 7:54 PM
  • Mazy
    • August 3, 2011 at 7:54 PM
    • #1

    Been playing lots of TF2 lately, so I finally found the motivation to actually do a map myself (and find out just how rusty I am in Hammer). It's a KOTH styled map where the capture point is under a rocket in a launch pad (Very original, I know )

    Still some way to go, haven't really started detailing or optimizing it, but the main arena is finally coming together so I figured I'd see what folks thought of it. The covers around the actual capture point have gone through like 5 completely different iterations already and I'm still not completely satisfied, so if anyone has any ideas then I'm all ears.

    *UPDATE*

    Download: http://%7boption%7d

    [Blocked Image: http://www.mazy.net/images/screens…th_nerve_01.jpg]

    [Blocked Image: http://www.mazy.net/images/screens…th_nerve_02.jpg]

    [Blocked Image: http://www.mazy.net/images/screens…th_nerve_03.jpg]

    [Blocked Image: http://www.mazy.net/images/screens…th_nerve_04.jpg]

    [Blocked Image: http://www.mazy.net/images/screens…th_nerve_05.jpg]

    [Blocked Image: http://www.mazy.net/images/screens…th_nerve_06.jpg]

  • Mr. Happy
    • August 3, 2011 at 8:03 PM
    • #2

    I would suggest not making each corner of the cp have the same cover, mirror it, but not four way, so that the player can get information from the corners and so that they can do different things depending on which way they are facing and which way the enemy is approaching

    Testing yet?

  • Mazy
    • August 3, 2011 at 8:15 PM
    • #3

    I kinda tried that, instead of having 4 corners I had 3 and then had some larger gaps between them. Didn't feel right, but that might be more to do with the theme I had going with some kind of large weird cage, was trying to avoid having plays stand on top of it and shooting down and I wanted players to be able to orient themselves when they're on the CP. But I agree, it's a bit boring having it completely symmetrical as well.

    No testing yet but I'm gonna rush to get the spawn areas mocked up so I can get a better idea of how it plays. I am still slightly worried that having the CP below everything else in a KOTH map might be a huge mistake, even with the cover in the middle.

    Images

    • koth_nerve_b1_01.webp
      • 82.12 kB
      • 1,280 × 800
  • Psy
    • August 3, 2011 at 11:53 PM
    • #4

    I dig the structure holding the rocket. I think having the cap slightly lower then the surrounding area shouldn't pose much of an issue. I'd be more worried about some of those sightlines (which may or may not be an issue) and perhaps the amount of entry points towards the cap which may lead to some frustrating gameplay if it's too hard to keep track of where players are going.

  • Mazy
    • August 4, 2011 at 9:52 AM
    • #5

    Yeah, I am trying to control the range in general and add more stuff to block vision. Started out as a snipers paradise with very little cover when you entered the arena area but I think it's at a pretty good spot now where it's quite easy for players to flank and get up on snipers. You might be right about it being overwhelming with too many directions to keep track of while on the CP, but that's also kinda the point, though not too much of that either

    From a performance standpoint then I think it'll be fine, though I can't completely remember the proper way of of placing hint brushes. Guess getting that nailed down will result in some minor layout changes as well.

  • Mazy
    • August 7, 2011 at 9:21 PM
    • #6

    Got the entire level mocked up now, probably gonna have a playtest some time in the middle of the week. Some new shots.

    Bit just before CP

    [attachment=2]koth_nerve_b1_02.jpg[/attachment]

    Walkway to middle rooftop

    [attachment=1]koth_nerve_b1_03.jpg[/attachment]

    Area after Blu spawn area

    [attachment=0]koth_nerve_b1_04.jpg[/attachment]

  • Minos
    • August 7, 2011 at 9:35 PM
    • #7

    Looks sweet, the cap point looks pretty fun to defend. Download link plz, my buddies and I are dying for a new KOTH map!

  • Mazy
    • August 7, 2011 at 10:57 PM
    • #8

    Hope to have a first release ready on Wednesday. One of my buddies also has access to a bunch of fairly popular servers so I bet we can get a pretty big game going with ease. They're in Denmark though, so your ping would probably be fairly high. But it'd be awesome if you'd try it out, would love to get some feedback on how it plays.

  • Mazy
    • August 10, 2011 at 12:23 PM
    • #9

    Gonna have the first playtest tonight at 20:00 (GMT+1). Everybody is more than welcome to join in, will update again with DL and IP later.

  • Puddy
    • August 10, 2011 at 12:49 PM
    • #10

    If you're in Denmark (right?), then it's gmt+2... or CET (central european time).

    timezones are fun.

    if the playtest is still going strong after I get home from work I'm in though

  • Mazy
    • August 10, 2011 at 12:53 PM
    • #11

    Haha you're right, I'm an idiot

  • Mazy
    • August 10, 2011 at 6:40 PM
    • #12

    Server is up now, might move it to another one at some point but ill post here if we do.

    http://www.mazy.net/koth_nerve_b1.zip

    IP: 89.104.194.153:27060 . Password: gbp

  • Thurnip
    • August 10, 2011 at 7:25 PM
    • #13

    Interesting! visually, seems different from the most of tf2 maps.

    I like the open space! we're going to play it today =D

  • Mazy
    • August 10, 2011 at 9:18 PM
    • #14

    Cool Thurnip~lemme know what you think (or did you join the server, didn't see your name)

    I'd love to hear some of your feedback Puddy~think it played really well for a first iteration but I'd like to get a picture of what people think could be changed.

  • Puddy
    • August 10, 2011 at 9:45 PM
    • #15

    I'd say the gameplay is pretty promising. The middle area has a lot of small layout details, pathways and sight lines that make it pretty interesting to fight in. It's also, as far as I can tell, balanced.

    I can't think of any glaring issues when it comes to the layout... it's actually surprisingly solid for a first playtest.

    Some general feedback:

    - Fix clipped stairs, spawnrooms, lockers (simple)

    - Even though the map has an easily learned layout, you should throw in a few arrows that point towards the front

    - I would perhaps suggest that the spawns are elevated higher, so that it's harder for the attackers to camp spawn and so that the momentum "leans", literally, towards the middle (not sure though)

    - uhm...

    Since you've said that the visuals are very WIP I won't comment much on them. Right now you've got a good foundation to work from with some nice brushwork. There's a lot of room for cool detailing and lighting!

    All in all, good work

  • Mazy
    • August 10, 2011 at 9:50 PM
    • #16

    Aight thanks, appreciate it~~

  • Vilham
    • August 11, 2011 at 9:21 AM
    • #17

    well i tried to join by coming here to get the ip, but mapcore wouldn't fucking load :/

  • Mazy
    • August 11, 2011 at 12:39 PM
    • #18

    Had that happen a few times the last couple of weeks as well, usually starts working again after a few minutes tho.

    Might have a playtest again today, with some bug fixes

  • Mazy
    • August 11, 2011 at 7:10 PM
    • #19

    We're having a playtest again, right now. Same server, new iteration of the map, will download when you join. Hope to see some of you there

    IP: 89.104.194.153:27060 . Password: gbp

  • Puddy
    • August 12, 2011 at 5:24 PM
    • #20

    Forgot to say this (I think?), but the un-roofed pathway to the left (if you're red) that has been elevated in the latest version shouldn't be elevated. Imho. The hp placement was excellent in the first version and there was a lot of room for scouts to manoeuvre around but now it's kind of a choke point.

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