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[TF2] koth_nerve

  • Mazy
  • August 3, 2011 at 7:54 PM
  • Mazy
    • August 13, 2011 at 1:46 PM
    • #21
    Quote from Puddy

    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.

    Yeah, the additions I made for the latest playtest were done in like 10-15 minutes, so I didn't get it done exactly like I wanted to. I'm still gonna try keeping the small plateau'ish area for the next iteration, but I'm gonna work a bit with the stairs up, make the a lot wider, and probably remove the fuel container that's blocking the health pack. The area behind the house is probably the bit of the level that I'm least satisfied with right now so I'm gonna try and focus mainly on that. Also the third exit from spawn that's closest to the area behind the house will be changed so it more or less leads directly out there, very curious to see how that works.

    Also the last playtest was quite thin in numbers, but next week we're gonna put it on a public server (so far it's been a PW based test server) so hopefully there will be some 24 player mayhem going down. Not sure if the map can handle that tho

  • Puddy
    • August 13, 2011 at 2:16 PM
    • #22

    It should... provided that you open up that flank again!

  • slowdevelopment
    • August 13, 2011 at 4:40 PM
    • #23

    Looks really cool! I like having the central point under the rocket exhausts - is it going to periodically have a count-down / engine test and force everyone to leave the point?

  • Mazy
    • August 13, 2011 at 4:48 PM
    • #24
    Quote from slowdevelopment

    Looks really cool! I like having the central point under the rocket exhausts - is it going to periodically have a count-down / engine test and force everyone to leave the point?

    Hehe was actually talking about this after one of the playtests the other day. Have like 5 seconds of fire coming out every 2 minute or something, and then have some smoke before to warn the players, might be a tad too gimmicky but I'm gonna try and look into it. At any rate then there's gonna be an explosion/fire coming out when a team wins ala winning in a pl map.

  • Mazy
    • August 17, 2011 at 8:59 PM
    • #25

    Just had a couple of playtest sessions with 24 players, was quite hectic and a lot of fun~ It does feel a bit cramped with that many players, but still not too bad, feared it would be much worse. I'll try and post a link/IP next time, would love to get some feedback from you guys as well. Regardless then I'll post a link to b2 soon.

  • ElectroSheep
    • August 18, 2011 at 12:08 PM
    • #26

    Now make it beautifull

  • HighOnMushroom
    • August 21, 2011 at 4:24 PM
    • #27

    Yeah, i remeber this map, i was just playing on a hightower server and a admin came on and spamed "attention all". and after that he just asked us if we wanted to try out his new map, and all were like "Hell yeah !". So we got to play it and i just loved it, but when hw changed map everyone said "change back !". Awesome map

  • Mazy
    • August 24, 2011 at 8:31 AM
    • #28

    Will be another playtest tonight, 20:00 GMT+2. Will post details later~

    Oh and thanks HighOnMushroom ~

  • Mazy
    • August 24, 2011 at 6:34 PM
    • #29

    Playtest is on in roughly 30 minutes

    IP: 89.104.194.153:27050

    Download will be through the server (or rather it's redirected to another server)

  • ElectroSheep
    • August 24, 2011 at 8:25 PM
    • #30

    Mazy, I have to say, I just played 5 rounds but I love your map

    Battles are very interesting around the point and it's fun to defend (lot of cover but not too many). Snipers don't look overpowered because of all the cover we have between the point and corridors and the roof on the side brings a good advantage.

    Maybe too many roads, in 5 rounds I never took the underground tunnel and I never went in the house. It's maybe a bit confusing in terms of looks (but it's probably me) you a a max of wood, concrete, brick and metal in some place. Corridor are a bit simple too but i'm sure you are waiting for a top notch gameplay for this. :derp:

    Need more test to see any problem with it

    ha ! Should work for arena too with closer spawnroom.

  • Mazy
    • August 24, 2011 at 8:43 PM
    • #31
    Quote from 3Dnj

    Mazy, I have to say, I just played 5 rounds but I love your map Battles are very interesting around the point and it's fun to defend (lot of cover but not too many). Snipers don't look overpowered because of all the cover we have between the point and corridors and the roof on the side brings a good advantage.

    Maybe too many roads, in 5 rounds I never took the underground tunnel and I never went in the house. It's maybe a bit confusing in terms of looks (but it's probably me) you a a max of wood, concrete, brick and metal in some place. Corridor are a bit simple too but i'm sure you are waiting for a top notch gameplay for this. :derp:

    Need more test to see any problem with it

    ha ! Should work for arena too with closer spawnroom.

    Sweet, thanks man ~~

    Yeah you do tend to get a bit paranoid when you're around the middle of the map. I'm still trying to figure out a way of making it a tad more directed an slightly easier to follow what's going on, but on the other hand that's also what I like about it Do have a few ideas that I'll try out for the next iteration though.

    Two of my biggest issues with the level right now are exactly what you're referring to, that the tunnel and house are very rarely used. This latest iteration had the house slightly differently outfitted, but I'm probably gonna change it a bit more and possibly combine the two windows into one large one. Both of them are sort of meant to be spots for the engie to set up camp, but they are a bit too hard to defend which is probably why few build anything there. Might add a small health pack down there for some more incentive to go there.

    By the way, do you have any thoughts on the pickups in general? Too many? Too few? Placement? Most people complain about there being too few health packs or not large enough health packs when they first try it out, but after a few rounds that usually goes away. Rather have too few than too many, but it might be a tad too few right now. Thinking of adding a medium health pack in the T-section in the spawn corridors just before the arena, will probably be enough penalty that players will have to backtrack a bit away from the CP.

    Oh and visually there's still a shitload of work to be done, but I'm taking it one thing at a time ~

    Again, much appreciated that you joined the playtest. Hope you'll join in on the next one

  • AtsEst
    • August 25, 2011 at 10:11 PM
    • #32

    I also got to play some three rounds of it yesterday, was fun except the fact that i pretty much suck at the game :embarrassed:

    The fact that it has so many access routes and threre were 24 players running around enabled me to sneak up to guys in all out mayhem (mainy the guys/snipers hanging around/passing the opposing entrance to the main area), which was fun.

    It seamed quite solid all ready, no mayor crits on my part, i also would like to test it some more to be able to actually give some proper feedback on the map

    Having the rocket fire its engines would definitely spice things up and give another extra layer of consideration in the match. one thing that wold be a must is to give a long warning (45-60 seconds) before it happens to really condensate the action. Maybe have the whole central area covered wit smoke while your att it to make things really claustrophobic and emphasize close quarter combat (this might bring some inbalance though in the form of turrets, spys and such).

  • Mazy
    • June 29, 2012 at 8:34 PM
    • #33

    Bump!

    I've had this map lying around in a pretty final state since March, but due to work/life I haven't had the energy to do the final push and release the damn thing. So anyway, here it is. Might organize a playtest soon~

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

    [Blocked Image: http://www.mazy.net/images/screenshots/personalwork/koth_nerve/koth_nerve_01.jpg]

    [Blocked Image: http://www.mazy.net/images/screenshots/personalwork/koth_nerve/koth_nerve_02.jpg]

    [Blocked Image: http://www.mazy.net/images/screenshots/personalwork/koth_nerve/koth_nerve_03.jpg]

    [Blocked Image: http://www.mazy.net/images/screenshots/personalwork/koth_nerve/koth_nerve_04.jpg]

    [Blocked Image: http://www.mazy.net/images/screenshots/personalwork/koth_nerve/koth_nerve_05.jpg]

    [Blocked Image: http://www.mazy.net/images/screenshots/personalwork/koth_nerve/koth_nerve_06.jpg]

  • Minos
    • June 30, 2012 at 2:33 AM
    • #34

    Looks great man

  • Puddy
    • June 30, 2012 at 11:13 AM
    • #35

    I concur!

  • TermInator525
    • July 1, 2012 at 10:21 PM
    • #36

    Hi, found some bugs. You maybe want to fix these:

    http://steamcommunity.com/id/termi525/s ... er=app_440

    some of them are quite small one of these is maybe a gamebreaker. Every single screenshot has a small info text.

    otherwise, a very good and in some way unique looking map! :bananawrench:

  • Mazy
    • July 2, 2012 at 9:33 AM
    • #37
    Quote from TermInator525

    Hi, found some bugs. You maybe want to fix these:http://steamcommunity.com/id/termi525/s ... er=app_440

    some of them are quite small one of these is maybe a gamebreaker. Every single screenshot has a small info text.

    otherwise, a very good and in some way unique looking map! :bananawrench:

    Nice, thanks for the input~~

  • Pampers
    • July 2, 2012 at 3:48 PM
    • #38

    yeah this looks great Mazy

  • insta
    • July 4, 2012 at 10:12 AM
    • #39

    This looks sick!!

  • Mr. Happy
    • July 7, 2012 at 2:56 AM
    • #40

    Very nice, want to test!

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