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ctf_quarry [release]

  • PogoP
  • December 12, 2007 at 4:15 AM
  • Deathy
    • December 12, 2007 at 6:36 PM
    • #21

    One of the best TF2 custom maps...

    great job!

    *spotlight*

  • General Vivi
    • December 12, 2007 at 7:09 PM
    • #22

    Spotlight!!!

  • Minos
    • December 12, 2007 at 7:59 PM
    • #23

    Looks awesome, you got my vote for spotlight as well

  • Steppenwolf
    • December 12, 2007 at 8:33 PM
    • #24

    Well deserved spotlight. Looks professional from the looks of it (dont have TF2 to actualy test it).

  • JeanPaul
    • December 12, 2007 at 8:36 PM
    • #25

    Well I love it all, but I have one BIG complaint.

    The carts that drive on the tracks and are an instant kill are annoying as FUCK. And pretty much filters out everyone going that way except scouts, I would say fix this.

  • PogoP
    • December 12, 2007 at 9:03 PM
    • #26

    Wow, thanks for the spotlight guys!

    Quote from JeanPaul

    Well I love it all, but I have one BIG complaint. The carts that drive on the tracks and are an instant kill are annoying as FUCK. And pretty much filters out everyone going that way except scouts, I would say fix this.

    Well, what I've found from playing on public servers is the following: The top route/main route are used much more than the lower route. There is a reason for this; it's so lethal down there.

    I'm going to try and increase awareness of the mine carts somehow, maybe just increase the volume of them if possible.

    You are not meant to run out of the base, it's supposed to be difficult. You are meant to use it to run in to the bases; all classes can make it through in one run. (I think!)

    Plus I think it's nice to have variety in a map. You can risk your life down in the mine or you can risk your life against the hordes of the opposite team camping the top bit!

  • Deathy
    • December 12, 2007 at 9:24 PM
    • #27

    Same as before, great map! Gfx and gameplay-wise.

    I died like 3 times at that mine but it was a good way to get into the enemy base. Engineer was imba sometimes until a spy killed the turret in the intelligence hall.

    btw: quarry is now running 24/7 on our clanserver (mapvoting enabled, if someone gets tired of that map ):

    http://www.game-monitor.com/GameServer/ ... _Maps.html

  • m8nkey
    • December 12, 2007 at 9:44 PM
    • #28

    Nice work Pogo, textbook use of stock content. Will definately take it for a spin.

    I get the impression you may release additional versions of this map. May I suggest that in the future you use some sort of naming convention to ensure everyone has the same map version. I'm confident a single beta release on mapcore would be all that is necessary to pick up any bugs or refinements that may have sliped through the cracks. It's good to have a final release with your intended name without crappy extensions.

  • Psyshokiller
    • December 12, 2007 at 9:52 PM
    • #29

    Sweet! Definately worth the spotlight.

  • PogoP
    • December 12, 2007 at 11:05 PM
    • #30

    M8nkey - Yeah, in hindsight, naming it ctf_quarry on first release was a bad choice. This is my first ever map release, so I'll have to bear that in mind for the future.

  • Felix
    • December 13, 2007 at 1:07 AM
    • #31

    Looks really cool ! good job. : D

  • dux
    • December 13, 2007 at 2:20 AM
    • #32

    Hey pogo what did you do to sort out the texture resolutions in the hammer 3d window? A lot of us are having issues with it. Is it just a case of making the default scale 0.13 instead o 0.25 or... ?

    http://www.mapcore.net/forums/viewtopic.php?t=10331

    http://www.mapcore.net/forums/viewtopic.php?t=10344

  • Seldoon182
    • December 13, 2007 at 8:19 AM
    • #33

    I really have to buy me this damn Orange box !!

    Awesome PogoP !

  • PogoP
    • December 13, 2007 at 8:33 AM
    • #34
    Quote from dux

    Hey pogo what did you do to sort out the texture resolutions in the hammer 3d window? A lot of us are having issues with it. Is it just a case of making the default scale 0.13 instead o 0.25 or... ?http://www.mapcore.net/forums/viewtopic.php?t=10331

    http://www.mapcore.net/forums/viewtopic.php?t=10344

    I think I moved the default scale down to 0.13 originally. However, I then moved a lot of textures back up to 0.25, as I realised that they appear really low resolution in Hammer, yet in-game they appear high resolution.

  • -HP-
    • December 13, 2007 at 10:21 AM
    • #35
    Quote from Seldoon182

    I really have to buy me this damn Orange box !! !

    You can always buy only TF2 on Steam

  • Nexus
    • December 13, 2007 at 3:01 PM
    • #36

    this looks amazing.. AND..

    phenomenal

  • PogoP
    • December 14, 2007 at 3:27 PM
    • #37

    Just to let you guys know, version 2 is heavily in production. Here's a short list of changes:

    - Lower spawn removed.


    - Corridor just off the lower spawn has been increased in size.

    - The two corridors leading into each base have been merged inside the base, meaning there is now a lot more space.

    - Minecarts now come round a split second faster. Should make it impossible for a Scout to run out of the bases without stopping.

    - Everybody now spawns upstairs in the top spawn. To compensate, the respawn room has been removed and everybody now spawns outside on the balcony. The balcony is now a lot bigger and looks better. Also, there are now two ways out of the upper spawn.

    - New route into the flag room, you take the left entrance into the flag room and you carry on going forward. This route leads you into the back of the flag room, just to the left of the desk.

    - Engineers can no longer build on the crane in the middle of the map. They can, however, build on the bits either side of it.

    - Flag room is now more spacious, having removed two of the middle terminals and knocking down the railing/wall.

    - People can no longer jump on top of the minecarts. Doing so will kill you!

    - Exit out of the bases into the sniper room and the upper route has been rearranged. You no longer run through the sniper room to get outside, the sniper room is it's own room. Space has been increased in this area.

    Here's a few WIP shots.

    Flag room.

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/ctf_quarry_b20001.jpg]

    Upper balcony spawn.

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/ctf_quarry_v20010.jpg]

    Blu base exits.

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/ctf_quarry_v20005.jpg]

  • Zeta
    • December 14, 2007 at 5:28 PM
    • #38

    i found the upstairs spawn a rather strangly placed - everytime i spawned i felt like i should be able to go left as well as right but the left portion was a dead end.

    good to see you are still working on improving the design, the flag room in particular is looking much more player friendly

  • PogoP
    • December 14, 2007 at 10:49 PM
    • #39
    Quote from Zete

    i found the upstairs spawn a rather strangly placed - everytime i spawned i felt like i should be able to go left as well as right but the left portion was a dead end.

    I got that too. Therefore, I've completely re-designed the entire spawn room.

  • D3ads
    • December 14, 2007 at 11:20 PM
    • #40

    Stunning stuff sir, the use of stock content is first class

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