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Ultiduo_Turbine
1
#1
0 Frags +

Announcing... Ultiduo_Turbine. Currently: Alpha 1.
*"production" is slow because steam summer sale blessed me with new games but I'm still workin on it.
Download: https://mega.nz/#!wRUmGLBL!IMXhgIOEq6y88vn8YxN7f-LxhjCp0rVNAnmGUgC1hzQ <-- Alpha 1
(Called ud_zidbine_a1 for now as a 'signature'. I will change it to ultiduo_turbine or ulti_turduo during beta)
This is a map for balanced fun. It is not intended for competitive play. That would be nice, but come on, it's turbine - the cancer is the fun. I kept the mid nearly identical in gameplay so we could get a 'vanilla test' It will be changed as time goes on.
Cubemaps are not done yet, nor is detail (because its alpha) - so please focus feedback on gameplay.

Spawns are in the hallway that goes to shutter from the main spawn. There is a tunnel that goes to garage, which now has a giant shutter door. As per Baloo standard, you cannot enter spawn after leaving. The medium health packs in alcoves have been replaced with small ammo kits, and the rollups above it are now solid. The capture area is over both crates. A medic can help cap by standing on the center ring of the center turbine (the medic can also jump onto crates from the turbine or from the stairs). Vents are closed off. It takes about 6 seconds to capture a point with one person. Small health kits are under the staircases for extreme situations.
You can now stand on the catwalk "huts" that vents open into. So far the spawns are very close to mid and unprotected. Considering adding a pathway from spawns to vents because that is protected. The other option is moving the spawns waaaay back and adding a wall (I'm also considering rotating the crates slightly to create pseudo-protection).

Another idea I am thinking of is cutting off the catwalks where the huts end so that a soldier can't stand up there and fire down on the small shutter spawn.

Photos <as of alpha 1>:
http://u.cubeupload.com/thesentientgelatin/201706201655251.jpg
http://u.cubeupload.com/thesentientgelatin/201706201655511.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656181.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656291.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656321.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656471.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657121.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657271.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657451.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657491.jpg

*fair warning, blu's internal spawns are inconsequentially asymmetrical. They are moved a few slight units from where red's internal spawns are because retrofitting symmetry is hell. As far as I can tell this should be unnoticeable visually and not affecting the gameplay. Tell me if it is otherwise. Spawn doors are in symmetrical locations, the difference is how the walls line up behind.

*I'm just an amateur so don't expect me to do everything well.

Announcing... Ultiduo_Turbine. Currently: Alpha 1.
*"production" is slow because steam summer sale blessed me with new games but I'm still workin on it.
Download: https://mega.nz/#!wRUmGLBL!IMXhgIOEq6y88vn8YxN7f-LxhjCp0rVNAnmGUgC1hzQ <-- Alpha 1
(Called ud_zidbine_a1 for now as a 'signature'. I will change it to ultiduo_turbine or ulti_turduo during beta)
This is a map for balanced fun. It is not intended for competitive play. That would be nice, but come on, it's turbine - the cancer [i]is[/i] the fun. I kept the mid nearly identical in gameplay so we could get a 'vanilla test' It will be changed as time goes on.
Cubemaps are not done yet, nor is detail (because its alpha) - so please focus feedback on gameplay.

Spawns are in the hallway that goes to shutter from the main spawn. There is a tunnel that goes to garage, which now has a giant shutter door. As per Baloo standard, you cannot enter spawn after leaving. The medium health packs in alcoves have been replaced with small ammo kits, and the rollups above it are now solid. The capture area is over both crates. A medic can help cap by standing on the center ring of the center turbine (the medic can also jump onto crates from the turbine or from the stairs). Vents are closed off. It takes about 6 seconds to capture a point with one person. Small health kits are under the staircases for extreme situations.
You can now stand on the catwalk "huts" that vents open into. So far the spawns are very close to mid and unprotected. Considering adding a pathway from spawns to vents because that is protected. The other option is moving the spawns waaaay back and adding a wall (I'm also considering rotating the crates slightly to create pseudo-protection).

Another idea I am thinking of is cutting off the catwalks where the huts end so that a soldier can't stand up there and fire down on the small shutter spawn.


Photos <as of alpha 1>:
http://u.cubeupload.com/thesentientgelatin/201706201655251.jpg
http://u.cubeupload.com/thesentientgelatin/201706201655511.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656181.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656291.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656321.jpg
http://u.cubeupload.com/thesentientgelatin/201706201656471.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657121.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657271.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657451.jpg
http://u.cubeupload.com/thesentientgelatin/201706201657491.jpg

*fair warning, blu's internal spawns are inconsequentially asymmetrical. They are moved a few slight units from where red's internal spawns are because retrofitting symmetry is hell. As far as I can tell this should be unnoticeable visually and not affecting the gameplay. Tell me if it is otherwise. Spawn doors are in symmetrical locations, the difference is how the walls line up behind.

*I'm just an amateur so don't expect me to do everything well.
2
#2
6 Frags +

i think the vents should be worked into the spawns as a third exit instead of being a useless hiding spot

also just use imgur for images

i think the vents should be worked into the spawns as a third exit instead of being a useless hiding spot

also just use imgur for images
3
#3
1 Frags +
bleghfareci think the vents should be worked into the spawns as a third exit instead of being a useless hiding spot

They weren't necessarily there for a hiding spot I just didn't feel the need to fully close them off. Yeah, I'll likely add them as a spawn, but then I have to consider if there still needs protection for the other spawns and if I should keep spawn entities where they are now or place them equidistant from each door... which sounds complicated and probably useless.

[quote=bleghfarec]i think the vents should be worked into the spawns as a third exit instead of being a useless hiding spot
[/quote]
They weren't necessarily there for a hiding spot I just didn't feel the need to fully close them off. Yeah, I'll likely add them as a spawn, but then I have to consider if there still needs protection for the other spawns and if I should keep spawn entities where they are now or place them equidistant from each door... which sounds complicated and probably useless.
4
#4
3 Frags +

Feedback is welcome guys... come on, don't be shy.

Feedback is welcome guys... come on, don't be shy.
5
#5
2 Frags +

The points on the crate, and the different lighting kind of ruin the aesthetic of turbine.

The points on the crate, and the different lighting kind of ruin the aesthetic of turbine.
6
#6
8 Frags +
  • Fix the stairs if they are not already.
  • Remove the points from the crates, they look horrible.
  • Remove the center turbine and replace with the actual point / capping area, e,g, similar to the original Ultiduo map, where you must give up equal flooring / height to cap the point (Just a suggestion that can be looked into).
  • Make the spawn more fluid, from what I can see it looks like a mess, make it easy to take any of the three exits rather than running around (The vents comes across as a feasible exit to tackle height disadvantage coming from lower).
  • Where the health packs are originally situated replace with small ammo packs (See Baloo).
[list][*] Fix the stairs if they are not already.
[*] Remove the points from the crates, they look horrible.
[*] Remove the center turbine and replace with the actual point / capping area, e,g, similar to the original Ultiduo map, where you must give up equal flooring / height to cap the point (Just a suggestion that can be looked into).
[*] Make the spawn more fluid, from what I can see it looks like a mess, make it easy to take any of the three exits rather than running around (The vents comes across as a feasible exit to tackle height disadvantage coming from lower).
[*] Where the health packs are originally situated replace with small ammo packs (See Baloo).
[/list]
7
#7
0 Frags +
tstm
  • Fix the stairs if they are not already.
  • Remove the points from the crates, they look horrible.
  • Remove the center turbine and replace with the actual point / capping area, e,g, similar to the original Ultiduo map, where you must give up equal flooring / height to cap the point (Just a suggestion that can be looked into).
  • Make the spawn more fluid, from what I can see it looks like a mess, make it easy to take any of the three exits rather than running around (The vents comes across as a feasible exit to tackle height disadvantage coming from lower).
  • Where the health packs are originally situated replace with small ammo packs (See Baloo).

Fix stairs... mid stairs I assume? Define fix stairs... what's broken with them? I don't see clipping issues, unless by fix you want me to block up clips so nothing can be shot through at all?

[quote=tstm][list][*] Fix the stairs if they are not already.
[*] Remove the points from the crates, they look horrible.
[*] Remove the center turbine and replace with the actual point / capping area, e,g, similar to the original Ultiduo map, where you must give up equal flooring / height to cap the point (Just a suggestion that can be looked into).
[*] Make the spawn more fluid, from what I can see it looks like a mess, make it easy to take any of the three exits rather than running around (The vents comes across as a feasible exit to tackle height disadvantage coming from lower).
[*] Where the health packs are originally situated replace with small ammo packs (See Baloo).
[/list][/quote]
Fix stairs... mid stairs I assume? Define fix stairs... what's broken with them? I don't see clipping issues, unless by fix you want me to block up clips so nothing can be shot through at all?
8
#8
1 Frags +

maybe remove both crates and replace with one big crate with a point on it. kinda like a rectangular ultiduo_baloo

maybe remove both crates and replace with one big crate with a point on it. kinda like a rectangular ultiduo_baloo
9
#9
7 Frags +
Chubbabubbmaybe remove both crates and replace with one big crate with a point on it. kinda like a rectangular ultiduo_baloo

We don't need a baloo clone. What would be better (and what the map maker properly did ) is make the turbine not there so you had to sacrifice position to cap

[quote=Chubbabubb]maybe remove both crates and replace with one big crate with a point on it. kinda like a rectangular ultiduo_baloo[/quote]

We don't need a baloo clone. What would be better (and what the map maker properly did ) is make the turbine not there so you had to sacrifice position to cap
10
#10
1 Frags +

Make the spawn higher above the ground so you can go down for shutters and go up for vents. Also you can use something like the gully nipple for the control point.

Make the spawn higher above the ground so you can go down for shutters and go up for vents. Also you can use something like the gully nipple for the control point.
11
#11
2 Frags +

Alright here's what I'm planning for a2. haven't started yet but let me know what you think:
1. add a spawn path to vents and move to spawn entities to somewhere where they can reach all three at a decently equal rate.
2. replace central turbine with a nipple-point of equal height due to popular demand.
3. remove cap points on boxes. :( I kind of liked them but apparently nobody else did.
4. I'm going to close up the staircases at mid so projectiles can't go through them because it's unpredictable.

7/9: a2 coming soon. pretty much just testing the spawns and then gotta build cubemaps.

Alright here's what I'm planning for a2. haven't started yet but let me know what you think:
1. add a spawn path to vents and move to spawn entities to somewhere where they can reach all three at a decently equal rate.
2. replace central turbine with a nipple-point of equal height due to popular demand.
3. remove cap points on boxes. :( I kind of liked them but apparently nobody else did.
4. I'm going to close up the staircases at mid so projectiles can't go through them because it's unpredictable.

7/9: a2 coming soon. pretty much just testing the spawns and then gotta build cubemaps.
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