Hi there,
So tf2maps.net are hosting a 7.2 hour contest atm, My plan is to make Ultiduo map.
I have some ideas of what its gonna be like, but after speaking to eXtine at I58 he has told me that there is not many maps for it at all.
I would like to know what people are after for a ultiduo map, what on people wishlist!
For refrence I am Bakscratch, In the past Koth_Stallone which is played in 4s, And Koth_Forge which is starting to be played and PD_Watergate(which is officially in game). And many other maps!
So lemme know, I am start 9pm gmt on 28th Aug, and yes I will be working on after the contest.
If you'd like to contact me straight feel free to add me Here
_________________________________
Here is a version for you guys to try out! ultiduo_grove_a3 Download
A2 Changes:
Add box jump to point
Clipped of hiding areas - Made areas that are clipped visibly closed.
Bullet blocked iffy areas
Closed off pointless space
http://images.akamai.steamusercontent.com/ugc/268349544308461199/44FE1841A97F1A01D1D00857EFE6A7ECC67B5029/
http://images.akamai.steamusercontent.com/ugc/268349544308460710/7A35533518A12DBD7BEB0D63A487A325E7DDB6B7/
http://images.akamai.steamusercontent.com/ugc/268349544308461024/A17ED0C54E2DEF6121BC15164F06993F8D356D65/
https://dl.dropboxusercontent.com/u/12945353/Screenshot%202016-08-29%2020.11.54.png
Hi there,
So tf2maps.net are hosting a 7.2 hour contest atm, My plan is to make Ultiduo map.
I have some ideas of what its gonna be like, but after speaking to eXtine at I58 he has told me that there is not many maps for it at all.
I would like to know what people are after for a ultiduo map, what on people wishlist!
For refrence I am Bakscratch, In the past [url=http://steamcommunity.com/sharedfiles/filedetails/?id=482258894]Koth_Stallone[/url] which is played in 4s, And [url=http://steamcommunity.com/sharedfiles/filedetails/?id=645960821]Koth_Forge[/url] which is starting to be played and PD_Watergate(which is officially in game). And many other maps!
So lemme know, I am start 9pm gmt on 28th Aug, and yes I will be working on after the contest.
If you'd like to contact me straight feel free to add me [url=http://steamcommunity.com/id/mojo869]Here[/url]
_________________________________
Here is a version for you guys to try out! [url=https://dl.dropboxusercontent.com/u/12945353/maps/ulti/ultiduo_grove_a3.bsp]ultiduo_grove_a3 Download[/url]
A2 Changes:
Add box jump to point
Clipped of hiding areas - Made areas that are clipped visibly closed.
Bullet blocked iffy areas
Closed off pointless space
[img]http://images.akamai.steamusercontent.com/ugc/268349544308461199/44FE1841A97F1A01D1D00857EFE6A7ECC67B5029/[/img]
[img]http://images.akamai.steamusercontent.com/ugc/268349544308460710/7A35533518A12DBD7BEB0D63A487A325E7DDB6B7/[/img]
[img]http://images.akamai.steamusercontent.com/ugc/268349544308461024/A17ED0C54E2DEF6121BC15164F06993F8D356D65/[/img]
[img]https://dl.dropboxusercontent.com/u/12945353/Screenshot%202016-08-29%2020.11.54.png[/img]
DamnEasydont make a baloo point
Why is that? Is it overdone? or just not fun?
[quote=DamnEasy]dont make a baloo point[/quote]
Why is that? Is it overdone? or just not fun?
oh I love koth_forge! good luck
to clarify DamnEasy's point, the biggest complaint with ultiduo_baloo is that map structure just makes it "mge spire with heals". A different type of geometry for the point and more height variation (like the original ultiduo map) I think would be pluses.
oh I love koth_forge! good luck
to clarify DamnEasy's point, the biggest complaint with ultiduo_baloo is that map structure just makes it "mge spire with heals". A different type of geometry for the point and more height variation (like the original ultiduo map) I think would be pluses.
Enterimoh I love koth_forge! good luck
to clarify DamnEasy's point, the biggest complaint with ultiduo_baloo is that map structure just makes it "mge spire with heals". A different type of geometry for the point and more height variation (like the original ultiduo map) I think would be pluses.
Alright! thanks for the heads up!
[quote=Enterim]oh I love koth_forge! good luck
to clarify DamnEasy's point, the biggest complaint with ultiduo_baloo is that map structure just makes it "mge spire with heals". A different type of geometry for the point and more height variation (like the original ultiduo map) I think would be pluses.[/quote]
Alright! thanks for the heads up!
The original koth_ultiduo creates a dynamic around the point vs height advantage. Baloo has no such dynamic, there is only "take the nipple, hold the nipple", where there's nothing to do but jump, counter jump and attempt airshots / shotgun deny. Creating a map with such a dynamic would be appreciated more than another baloo mge map.
Actually baloo itself would probably be improved if you had to stand near the edge to cap, so you could be spammed off it.
The original koth_ultiduo creates a dynamic around the point vs height advantage. Baloo has no such dynamic, there is only "take the nipple, hold the nipple", where there's nothing to do but jump, counter jump and attempt airshots / shotgun deny. Creating a map with such a dynamic would be appreciated more than another baloo mge map.
Actually baloo itself would probably be improved if you had to stand near the edge to cap, so you could be spammed off it.
bakscratchDamnEasydont make a baloo point
Why is that? Is it overdone? or just not fun?
Because if you do that, why not just play baloo?
[quote=bakscratch][quote=DamnEasy]dont make a baloo point[/quote]
Why is that? Is it overdone? or just not fun?[/quote]
Because if you do that, why not just play baloo?
i think if you somehow inverted the spire idea, itd be very challenging. maybe like two or three smaller spires offset to the control point, with the cp being a bit lower ground. play with the terrain more, i feel like most ultiduo maps are very basic and boring to look at. id like to see something like a real map for ultiduo, not just flat gray surfaces. make a nice skybox :)
i think if you somehow inverted the spire idea, itd be very challenging. maybe like two or three smaller spires offset to the control point, with the cp being a bit lower ground. play with the terrain more, i feel like most ultiduo maps are very basic and boring to look at. id like to see something like a real map for ultiduo, not just flat gray surfaces. make a nice skybox :)
ILLEGALELEPHANTGUNi think if you somehow inverted the spire idea, itd be very challenging. maybe like two or three smaller spires offset to the control point, with the cp being a bit lower ground. play with the terrain more, i feel like most ultiduo maps are very basic and boring to look at. id like to see something like a real map for ultiduo, not just flat gray surfaces. make a nice skybox :)
Yeh I was thinking about that idea! Ill give it a try!
And yes that is one of my main goals, to give you Ultiduo guys a good looking map too!
[quote=ILLEGALELEPHANTGUN]i think if you somehow inverted the spire idea, itd be very challenging. maybe like two or three smaller spires offset to the control point, with the cp being a bit lower ground. play with the terrain more, i feel like most ultiduo maps are very basic and boring to look at. id like to see something like a real map for ultiduo, not just flat gray surfaces. make a nice skybox :)[/quote]
Yeh I was thinking about that idea! Ill give it a try!
And yes that is one of my main goals, to give you Ultiduo guys a good looking map too!
[img]http://images.akamai.steamusercontent.com/ugc/268349544303399205/0506B1872B64016A66B63E311A460B5EC2030F74/[/img]
What I have so far
Soldiers can duel over any one thing with a bit of elevation. Medic has very little to do on baloo other than weave in crossbow bolts. Having varied heights with non-rj access would make it a lot more fun.
It'd be interesting to see the middle point be above total ground level but beneath the 'general' height where you'd expect people to be during fight etc. Make it risky to cap.
Soldiers can duel over any one thing with a bit of elevation. Medic has very little to do on baloo other than weave in crossbow bolts. Having varied heights with non-rj access would make it a lot more fun.
It'd be interesting to see the middle point be above total ground level but beneath the 'general' height where you'd expect people to be during fight etc. Make it risky to cap.
Quick update:
[img]http://images.akamai.steamusercontent.com/ugc/268349544304389660/D9369AA4D1201C62FA83E831936183DE9D03E0F8/[/img]
Removed some of the high ground and moved ammo packs.
bakscratchQuick update:
http://images.akamai.steamusercontent.com/ugc/268349544304389660/D9369AA4D1201C62FA83E831936183DE9D03E0F8/
Removed some of the high ground and moved ammo packs.
love it already. very pleasing to the eye, great theme! only thing i might remove is the wooden crates on the high ground, or maybe offset them so they arent directly blocking for the attacker who has elevation. the high ground should already be enough of an advantage, i feel like having a crate to shield you up there is a bit extra. definitely does need a prop up there though. im sure you can think of something better than i :P good work! and thank you for dedicating your time to mapmaking/ultiduo.
[quote=bakscratch]Quick update:
[img]http://images.akamai.steamusercontent.com/ugc/268349544304389660/D9369AA4D1201C62FA83E831936183DE9D03E0F8/[/img]
Removed some of the high ground and moved ammo packs.[/quote]
love it already. very pleasing to the eye, great theme! only thing i might remove is the wooden crates on the high ground, or maybe offset them so they arent directly blocking for the attacker who has elevation. the high ground should already be enough of an advantage, i feel like having a crate to shield you up there is a bit extra. definitely does need a prop up there though. im sure you can think of something better than i :P good work! and thank you for dedicating your time to mapmaking/ultiduo.
Any idea when it would be ready for play testing?
Any idea when it would be ready for play testing?
This actually looks really nice, the trees are really good for trying to get a force, you can hold on more then 1 position, you cant sit on the healthpack. Really nice.
Only thing is that it looks like medics are kinda fucked in regards of where they can stand, surfing should be pretty good on this map too
This actually looks really nice, the trees are really good for trying to get a force, you can hold on more then 1 position, you cant sit on the healthpack. Really nice.
Only thing is that it looks like medics are kinda fucked in regards of where they can stand, surfing should be pretty good on this map too
ILLEGALELEPHANTGUNRemoved some of the high ground and moved ammo packs.
love it already. very pleasing to the eye, great theme! only thing i might remove is the wooden crates on the high ground, or maybe offset them so they arent directly blocking for the attacker who has elevation. the high ground should already be enough of an advantage, i feel like having a crate to shield you up there is a bit extra. definitely does need a prop up there though. im sure you can think of something better than i :P good work! and thank you for dedicating your time to mapmaking/ultiduo.[/quote]
Thanks! and no worries ;) Yeh, I have some ideas for that platform.
TsarbucksAny idea when it would be ready for play testing?
I had a quick test an hour ago, gonna make some changes and send a link over here for you guys!
DamnEasyThis actually looks really nice, the trees are really good for trying to get a force, you can hold on more then 1 position, you cant sit on the healthpack. Really nice.
Only thing is that it looks like medics are kinda fucked in regards of where they can stand, surfing should be pretty good on this map too
Thanks! The trees are quite fun for rj. Yes and no to that about medics being fucked. Surfing is a bit buggy but can work!
[quote=ILLEGALELEPHANTGUN]
Removed some of the high ground and moved ammo packs.[/quote]
love it already. very pleasing to the eye, great theme! only thing i might remove is the wooden crates on the high ground, or maybe offset them so they arent directly blocking for the attacker who has elevation. the high ground should already be enough of an advantage, i feel like having a crate to shield you up there is a bit extra. definitely does need a prop up there though. im sure you can think of something better than i :P good work! and thank you for dedicating your time to mapmaking/ultiduo.[/quote]
Thanks! and no worries ;) Yeh, I have some ideas for that platform.
[quote=Tsarbucks]Any idea when it would be ready for play testing?[/quote]
I had a quick test an hour ago, gonna make some changes and send a link over here for you guys!
[quote=DamnEasy]This actually looks really nice, the trees are really good for trying to get a force, you can hold on more then 1 position, you cant sit on the healthpack. Really nice.
Only thing is that it looks like medics are kinda fucked in regards of where they can stand, surfing should be pretty good on this map too[/quote]
Thanks! The trees are quite fun for rj. Yes and no to that about medics being fucked. Surfing is a bit buggy but can work!
bakscratchhttp://images.akamai.steamusercontent.com/ugc/268349544303399205/0506B1872B64016A66B63E311A460B5EC2030F74/
What I have so far
That looks like the shit man, nice.
man, imagine how cool this would be to play with quick-fix medics, flying around the trees with you?
[quote=bakscratch][img]http://images.akamai.steamusercontent.com/ugc/268349544303399205/0506B1872B64016A66B63E311A460B5EC2030F74/[/img]
What I have so far[/quote]
That looks like the shit man, nice.
man, imagine how cool this would be to play with quick-fix medics, flying around the trees with you?
Here is a version for you guys to try out! [url=https://dl.dropboxusercontent.com/u/12945353/maps/ulti/ultiduo_grove_a2.bsp]ultiduo_grove_a2[/url]
[img]http://images.akamai.steamusercontent.com/ugc/268349544305415681/55EC310EE17BBE2E373C0C50C254D9BE56CBEAB3/[/img]
[img]http://images.akamai.steamusercontent.com/ugc/268349544305415932/15EF932B11E56F914890797CC3BA0E64734639B0/[/img]
[img]http://images.akamai.steamusercontent.com/ugc/268349544305416117/4EB2CD0E31709669D4A0568E512D212D638961B3/[/img]
[img]http://images.akamai.steamusercontent.com/ugc/268349544305416311/3A9C4E1A03F1E61E3652120C961818E6F59A6917/[/img]
Changes from A1:
Mid slightly lower
side stumps are slightly lower
health and ammo moved
spawns flipped and edited height
opened up space around floor.
I will run a server as well for a while;
EU Server
connect 51.254.246.94:27025; password bakulti
*Add a resuply in spawn
*Remove stairs
*Make it so you can jump up to the point from here as a medic
http://i.imgur.com/7iXh7qU.jpg?1
*Remove some hiding spots
*Make it so the walls/floor doesnt fuck up splash (i saw under point there were some props where you can splash (atleast i think i didnt try it on a person).
also server doesnt work atm
*Add a resuply in spawn
*Remove stairs
*Make it so you can jump up to the point from here as a medic[img]http://i.imgur.com/7iXh7qU.jpg?1[/img]
*Remove some hiding spots
*Make it so the walls/floor doesnt fuck up splash (i saw under point there were some props where you can splash (atleast i think i didnt try it on a person).
also server doesnt work atm
DamnEasy*Add a resuply in spawn
*Remove stairs
*Make it so you can jump up to the point from here as a medic
*Remove some hiding spots
*Make it so the walls/floor doesnt fuck up splash (i saw under point there were some props where you can splash (atleast i think i didnt try it on a person).
also server doesnt work atm
*What do you mean by removing stairs? they are all bullet blocked so they are basically ramps. Unless you just mean for the fact they should be gone.
*I could try that, letting medics get up there. but sorta seems a little pointless.
*yeah gonna clip off some areas
*As in eat rockets? I can clean that up if thats what you mean.
[quote=DamnEasy]*Add a resuply in spawn
*Remove stairs
*Make it so you can jump up to the point from here as a medic
*Remove some hiding spots
*Make it so the walls/floor doesnt fuck up splash (i saw under point there were some props where you can splash (atleast i think i didnt try it on a person).
also server doesnt work atm[/quote]
*What do you mean by removing stairs? they are all bullet blocked so they are basically ramps. Unless you just mean for the fact they should be gone.
*I could try that, letting medics get up there. but sorta seems a little pointless.
*yeah gonna clip off some areas
*As in eat rockets? I can clean that up if thats what you mean.
bakscratch
*What do you mean by removing stairs? they are all bullet blocked so they are basically ramps. Unless you just mean for the fact they should be gone.
*I could try that, letting medics get up there. but sorta seems a little pointless.
*yeah gonna clip off some areas
*As in eat rockets? I can clean that up if thats what you mean.
Oh if stairs doesnt fuck up splash then its fine.
And yeah as in eat rockets.
[quote=bakscratch]
*What do you mean by removing stairs? they are all bullet blocked so they are basically ramps. Unless you just mean for the fact they should be gone.
*I could try that, letting medics get up there. but sorta seems a little pointless.
*yeah gonna clip off some areas
*As in eat rockets? I can clean that up if thats what you mean.[/quote]
Oh if stairs doesnt fuck up splash then its fine.
And yeah as in eat rockets.
imo:
http://imgur.com/xCUFhq4
somehow you should make it the way that medics could jump up, so the ramp isn't the only way up
http://imgur.com/XAiClpA
i see how this useless gap in some situations could be boring
http://imgur.com/rEWOlZD
as long as you cant hide in it, you should fill it up imo
http://imgur.com/fp4n2kx
that corner is pretty much useless
anyways, i like it, and that you have many variations to rollout as a solly and the placement of the props too, ill stay tuned!
EDIT: at #2, in front of the spawn i think you should decrease there the height so players can jump up
imo:
http://imgur.com/xCUFhq4
somehow you should make it the way that medics could jump up, so the ramp isn't the only way up
http://imgur.com/XAiClpA
i see how this useless gap in some situations could be boring
http://imgur.com/rEWOlZD
as long as you cant hide in it, you should fill it up imo
http://imgur.com/fp4n2kx
that corner is pretty much useless
anyways, i like it, and that you have many variations to rollout as a solly and the placement of the props too, ill stay tuned!
EDIT: at #2, in front of the spawn i think you should decrease there the height so players can jump up
Got an update here:
[url=https://dl.dropboxusercontent.com/u/12945353/maps/ulti/ultiduo_grove_a3.bsp]ultiduo_grove_a3 Download[/url]
[img]http://images.akamai.steamusercontent.com/ugc/268349544308460710/7A35533518A12DBD7BEB0D63A487A325E7DDB6B7/[/img]
[img]http://images.akamai.steamusercontent.com/ugc/268349544308461024/A17ED0C54E2DEF6121BC15164F06993F8D356D65/[/img]
[img]https://dl.dropboxusercontent.com/u/12945353/Screenshot%202016-08-29%2020.11.54.png[/img]
A3 Changes:
Add box jump to point
Clipped of hiding areas - Made areas that are clipped visibly closed.
Bullet blocked iffy areas
Closed off pointless space
[url=https://dl.dropboxusercontent.com/u/12945353/maps/ulti/ultiduo_grove_a3.bsp]ultiduo_grove_a3 Download[/url]
Any feedback let me know!
http://imgur.com/4tBML1n
it's not a major problem, but can you make it proplerly, so it doesen't fuck up splash occasionally?
and thanks for listening :)
http://imgur.com/4tBML1n
it's not a major problem, but can you make it proplerly, so it doesen't fuck up splash occasionally?
and thanks for listening :)
1) Minor gripe: A little bit more ammo on the map could be ok. I'm not positive about that though since we didn't get to playtest it too much.
2) Major complaint: The reason we couldn't playtest it very much was that the spawn times are atrociously high. Maybe there's a good reason for this that you can explain to us? The average spawn wave was something like 15 seconds if not more and it seemed almost impossible to catch the same wave as your partner. It's already a big map which means it often takes time to traverse that distance to get where you want to go. If you add an 18 second spawn on top of that... ??. Ultiduo maps have spawns that are a few seconds long usually to keep the pressure and action up. It almost seems like the map timer is 6 minutes instead of 5 to compensate for all the needless down time.
It's funny how little we actually got to play over the round that we did and so we kinda abandoned it with a bad taste in our mouths. I think these spawn timers need a good reduction and then I'd love to play more on this. At least aesthetically the map is certainly unique and good looking. Thanks for your work!
1) Minor gripe: A little bit more ammo on the map could be ok. I'm not positive about that though since we didn't get to playtest it too much.
2) Major complaint: The reason we couldn't playtest it very much was that the spawn times are atrociously high. Maybe there's a good reason for this that you can explain to us? The average spawn wave was something like 15 seconds if not more and it seemed almost impossible to catch the same wave as your partner. It's already a big map which means it often takes time to traverse that distance to get where you want to go. If you add an 18 second spawn on top of that... ??. Ultiduo maps have spawns that are a few seconds long usually to keep the pressure and action up. It almost seems like the map timer is 6 minutes instead of 5 to compensate for all the needless down time.
It's funny how little we actually got to play over the round that we did and so we kinda abandoned it with a bad taste in our mouths. I think these spawn timers need a good reduction and then I'd love to play more on this. At least aesthetically the map is certainly unique and good looking. Thanks for your work!
holy shit this looks extremely good
holy shit this looks extremely good
JaguarFiend1) Minor gripe: A little bit more ammo on the map could be ok. I'm not positive about that though since we didn't get to playtest it too much.
2) Major complaint: The reason we couldn't playtest it very much was that the spawn times are atrociously high. Maybe there's a good reason for this that you can explain to us? The average spawn wave was something like 15 seconds if not more and it seemed almost impossible to catch the same wave as your partner. It's already a big map which means it often takes time to traverse that distance to get where you want to go. If you add an 18 second spawn on top of that... ??. Ultiduo maps have spawns that are a few seconds long usually to keep the pressure and action up. It almost seems like the map timer is 6 minutes instead of 5 to compensate for all the needless down time.
It's funny how little we actually got to play over the round that we did and so we kinda abandoned it with a bad taste in our mouths. I think these spawn timers need a good reduction and then I'd love to play more on this. At least aesthetically the map is certainly unique and good looking. Thanks for your work!
Thanks for the feedback, I'll work on the spawn times. I came across that as well. Maybe like 6 seconds? or less? I wanted a slightly larger map to force more rocket jumping and air shots.
[quote=JaguarFiend]1) Minor gripe: A little bit more ammo on the map could be ok. I'm not positive about that though since we didn't get to playtest it too much.
2) Major complaint: The reason we couldn't playtest it very much was that the spawn times are atrociously high. Maybe there's a good reason for this that you can explain to us? The average spawn wave was something like 15 seconds if not more and it seemed almost impossible to catch the same wave as your partner. It's already a big map which means it often takes time to traverse that distance to get where you want to go. If you add an 18 second spawn on top of that... ??. Ultiduo maps have spawns that are a few seconds long usually to keep the pressure and action up. It almost seems like the map timer is 6 minutes instead of 5 to compensate for all the needless down time.
It's funny how little we actually got to play over the round that we did and so we kinda abandoned it with a bad taste in our mouths. I think these spawn timers need a good reduction and then I'd love to play more on this. At least aesthetically the map is certainly unique and good looking. Thanks for your work![/quote]
Thanks for the feedback, I'll work on the spawn times. I came across that as well. Maybe like 6 seconds? or less? I wanted a slightly larger map to force more rocket jumping and air shots.
I don't think a large map is necessarily a bad thing. It has its disadvantages but also upsides. All of my map ideas (including the finished one: http://www.teamfortress.tv/35172/ultiduo-sacred ) have been quite large. This naturally means that it takes longer for the respawning team to come out of spawn and move forward to the point or wherever the other dudes are holding. The way it seems to work on all ultiduo maps is the team that doesn't own the point respawns damn near as instantly as possible while the team that does own it is a bit longer (maybe double?) which allows the attackers time to stand on the point and cap after killing the defenders.
I would see just how short you can make the respawn timer for the team who does own the point. If it's so short that they can quickly come out and defend the point from the attackers capping then it might be too short. If there's no such issue then you should be good. Basically make them all as short as possible and adjust from there imo...
I don't think a large map is necessarily a bad thing. It has its disadvantages but also upsides. All of my map ideas (including the finished one: http://www.teamfortress.tv/35172/ultiduo-sacred ) have been quite large. This naturally means that it takes longer for the respawning team to come out of spawn and move forward to the point or wherever the other dudes are holding. The way it seems to work on all ultiduo maps is the team that doesn't own the point respawns damn near as instantly as possible while the team that does own it is a bit longer (maybe double?) which allows the attackers time to stand on the point and cap after killing the defenders.
I would see just how short you can make the respawn timer for the team who does own the point. If it's so short that they can quickly come out and defend the point from the attackers capping then it might be too short. If there's no such issue then you should be good. Basically make them all as short as possible and adjust from there imo...
Sorry for bumb, does anyone know if I can change the thread title?
Sorry for bumb, does anyone know if I can change the thread title?
bakscratchSorry for bumb, does anyone know if I can change the thread title?
no. just make a new thread with the title you want
[quote=bakscratch]Sorry for bumb, does anyone know if I can change the thread title?[/quote]
no. just make a new thread with the title you want