http://i.imgur.com/GcyfpRY.jpg
a5 is out!
https://mega.co.nz/#!18FjhQga!TJ8gFzrD7ba649btSvea56JBJseoaw58c276BD7oOqM
I essentially scrapped a4 and started fresh with this. This fixed a lot of broken things, and made the map much more similar to pl_badwater. I'll make changes as needed, but the goal is to keep the maps as similar as possible.
For those who don't know, Hooky decided against working on cp_badwater, so I went ahead and picked it up. Shoutout to Mangachu, Jenny, and Otterfiend for helping me with ideas. Also thanks to you guys on the forums pointing out when I'm an idiot, which is pretty often.
Album: http://imgur.com/a/iMiof
If you have any questions, I'd be more than happy to answer them. I'll be playtesting this with friends this next weekend probably (with a slightly modified map). If you want to playtest it yourself, please stream it/ record demos and stvs. I'm looking to see how it plays in 6s, HL, and pubs. I hope you enjoy the map!
old thread
[img]http://i.imgur.com/GcyfpRY.jpg[/img]
[b]a5 is out![/b]
[url=https://mega.co.nz/#!18FjhQga!TJ8gFzrD7ba649btSvea56JBJseoaw58c276BD7oOqM]https://mega.co.nz/#!18FjhQga!TJ8gFzrD7ba649btSvea56JBJseoaw58c276BD7oOqM[/url]
I essentially scrapped a4 and started fresh with this. This fixed a lot of broken things, and made the map much more similar to pl_badwater. I'll make changes as needed, but the goal is to keep the maps as similar as possible.
For those who don't know, Hooky decided against working on cp_badwater, so I went ahead and picked it up. Shoutout to Mangachu, Jenny, and Otterfiend for helping me with ideas. Also thanks to you guys on the forums pointing out when I'm an idiot, which is pretty often.
Album: http://imgur.com/a/iMiof
If you have any questions, I'd be more than happy to answer them. I'll be playtesting this with friends this next weekend probably (with a slightly modified map). [b]If you want to playtest it yourself, please stream it/ record demos and stvs.[/b] I'm looking to see how it plays in 6s, HL, and pubs. I hope you enjoy the map!
[url=http://teamfortress.tv/thread/11705/cp-badwater-an-experiment]old thread[/url]
if only spire as on top of roof
if only spire as on top of roof
if only the whole map was a spire
if only the whole map was a spire
potif only spire as on top of roof
rofl yes! ultimate spire!
[quote=pot]if only spire as on top of roof[/quote]
rofl yes! ultimate spire!
I feel like the doors that lead to spire (Excluding the one that goes to vents) could be widened. I'm not sure how they play out as is but I have a feeling they'd be too easy to hold.
I feel like the doors that lead to spire (Excluding the one that goes to vents) could be widened. I'm not sure how they play out as is but I have a feeling they'd be too easy to hold.
Somebody make cp_spire, it shouldn't take long, just have 5 spires and 4 planks connecting them
Somebody make cp_spire, it shouldn't take long, just have 5 spires and 4 planks connecting them
please put on skial. i also like the spire on roof idea.
please put on skial. i also like the spire on roof idea.
Is the bridge connecting to 3 necessary? You can already make that jump with one jump.
Is the bridge connecting to 3 necessary? You can already make that jump with one jump.
Hey I've found some wee bugs I'll post pics shortly, just going to dinner
Edit: posted below, sorry for so many pics just thought it would be easier to show rather than describe ^.^
Hey I've found some wee bugs I'll post pics shortly, just going to dinner
Edit: posted below, sorry for so many pics just thought it would be easier to show rather than describe ^.^
dyzIs the bridge connecting to 3 necessary? You can already make that jump with one jump.
That's only from one way, and you would be advancing the point from the other direction.
[quote=dyz]Is the bridge connecting to 3 necessary? You can already make that jump with one jump.[/quote]
That's only from one way, and you would be advancing the point from the other direction.
http://s14.postimg.org/9vwwtnohd/2013_09_04_00006.jpg
Part of ramp disappears and reappears randomly as I walk around corner
http://s14.postimg.org/lwicudvw1/2013_09_04_00011.jpg
Magic floating city doesn't really effect anything just if you want to be fussy about visuals
http://s14.postimg.org/q86yje2sx/2013_09_04_00012.jpg
Not a bug I just think its far too easy for a demo to spam anything on spire with only another demo being able to hit good damage on him past the crates while he lobs stickies or pipes on
http://s14.postimg.org/5taxrp0oh/2013_09_04_00022.jpg
http://s14.postimg.org/y3mjvbir5/2013_09_04_00020.jpg
This is reached by double sticky jumping straight up from just to the right of the gray stairs opposite cp3, can fire onto last and cp3 as well as back towards cp2
http://s14.postimg.org/i2tyickvl/2013_09_04_00014.jpg
Reached by dropping down from the edge of the spot above, same concept just closer to cp3 height-wise for spamming
http://s14.postimg.org/wpux00jht/2013_09_04_00023.jpg
Double sticky jump straight up and can land on an invisible ledge by spawn or walk over it to here (can fire over but not through), not really much use but thought I would post anyways
Same again with the building on last with the little window the blue snipers in pubs always go up to, double sticky straight up and you can land on a ledge
http://s14.postimg.org/9s85aipbl/2013_09_04_00024.jpg
Can also double sticky to here, and can turn around and spam the balcony by second
http://s14.postimg.org/5lnav6ppt/2013_09_04_00034.jpg
Can double sticky up here, spam third etc etc and can walk along the left side of the map to here where you can spam spire
http://s14.postimg.org/73dckhju9/2013_09_04_00038.jpg
I know lots of these arent really going to be used much but thought I would mention just so an annoying demo or roamer cant hide in them (some might be accessible as roamer but definitely easier as demo).
But yeah double sticky is ultimate spot finder :P
Anyways really like the look of the map, first to second might be hard if you dont move fast but other than that really like ^.^
[img]http://s14.postimg.org/9vwwtnohd/2013_09_04_00006.jpg[/img]
Part of ramp disappears and reappears randomly as I walk around corner
[img]http://s14.postimg.org/lwicudvw1/2013_09_04_00011.jpg[/img]
Magic floating city doesn't really effect anything just if you want to be fussy about visuals
[img]http://s14.postimg.org/q86yje2sx/2013_09_04_00012.jpg[/img]
Not a bug I just think its far too easy for a demo to spam anything on spire with only another demo being able to hit good damage on him past the crates while he lobs stickies or pipes on
[img]http://s14.postimg.org/5taxrp0oh/2013_09_04_00022.jpg[/img]
[img]http://s14.postimg.org/y3mjvbir5/2013_09_04_00020.jpg[/img]
This is reached by double sticky jumping straight up from just to the right of the gray stairs opposite cp3, can fire onto last and cp3 as well as back towards cp2
[img]http://s14.postimg.org/i2tyickvl/2013_09_04_00014.jpg[/img]
Reached by dropping down from the edge of the spot above, same concept just closer to cp3 height-wise for spamming[img][/img]
[img]http://s14.postimg.org/wpux00jht/2013_09_04_00023.jpg[/img]
Double sticky jump straight up and can land on an invisible ledge by spawn or walk over it to here (can fire over but not through), not really much use but thought I would post anyways
Same again with the building on last with the little window the blue snipers in pubs always go up to, double sticky straight up and you can land on a ledge
[img]http://s14.postimg.org/9s85aipbl/2013_09_04_00024.jpg[/img]
Can also double sticky to here, and can turn around and spam the balcony by second
[img]http://s14.postimg.org/5lnav6ppt/2013_09_04_00034.jpg[/img]
Can double sticky up here, spam third etc etc and can walk along the left side of the map to here where you can spam spire
[img]http://s14.postimg.org/73dckhju9/2013_09_04_00038.jpg[/img]
I know lots of these arent really going to be used much but thought I would mention just so an annoying demo or roamer cant hide in them (some might be accessible as roamer but definitely easier as demo).
But yeah double sticky is ultimate spot finder :P
Anyways really like the look of the map, first to second might be hard if you dont move fast but other than that really like ^.^
Kinda wish you would create your own spire structure instead of copying the badlands one 1:1. Looks good otherwise.
Kinda wish you would create your own spire structure instead of copying the badlands one 1:1. Looks good otherwise.
Just added a custom spire as well as fixing some of the clipping issues. I should have a3 out sometime late on Friday.
http://i.imgur.com/j7mpnqA.jpg
http://i.imgur.com/n68LCOj.jpg
I got some of the spire visuals from gpit C. I need to fix the very bottom of it, but I think it will work out well. Any opinions on this? I thought it would be important to be able get more of your team up to cap.
Also, the cap time on B will be the longest, I think. Generally, BLU will only be able to cap A when RED is essentially wiped. It was way too easy to get B in our playtest last night.
If you and your team want to help playtest the latest version's pre-release, please contact me through this thread or via steam. I'm still looking for good highlander and 6s playtests to get everything right. After all that works out, we're going to test it on pubs. Thanks for the help everyone!
Just added a custom spire as well as fixing some of the clipping issues. I should have a3 out sometime late on Friday.
[img]http://i.imgur.com/j7mpnqA.jpg[/img]
[img]http://i.imgur.com/n68LCOj.jpg[/img]
I got some of the spire visuals from gpit C. I need to fix the very bottom of it, but I think it will work out well. Any opinions on this? I thought it would be important to be able get more of your team up to cap.
Also, the cap time on B will be the longest, I think. Generally, BLU will only be able to cap A when RED is essentially wiped. It was way too easy to get B in our playtest last night.
If you and your team want to help playtest the latest version's pre-release, please contact me through this thread or via steam. I'm still looking for good highlander and 6s playtests to get everything right. After all that works out, we're going to test it on pubs. Thanks for the help everyone!
The spire looks like it would be really hard to hold from the normal roof, and force you to move some of your team onto the spire itself, which is pretty far out of the way relative to the payload path. I think that you should remove the lower metal sheet entirely, and make it so the only ramps up are on the more exposed side.
The spire looks like it would be really hard to hold from the normal roof, and force you to move some of your team onto the spire itself, which is pretty far out of the way relative to the payload path. I think that you should remove the lower metal sheet entirely, and make it so the only ramps up are on the more exposed side.
LightningSpikeI feel like the wood you made spire out of looks really out of place in terms of the whole badwater design scheme.
Yeah, it should've been a big concrete pillar, with stairs around it.
[quote=LightningSpike]I feel like the wood you made spire out of looks really out of place in terms of the whole badwater design scheme.[/quote]
Yeah, it should've been a big concrete pillar, with stairs around it.
add a ground level ramp or two :<
Also agree with an above post, try using a mixture of rebar, concrete, and plate metal. Don't forget! One of the cool things about spire is that it's basically just a single huge terrace ramp where almost (but not) every piece of ramp is exposed vertically zzzzz
add a ground level ramp or two :<
Also agree with an above post, try using a mixture of rebar, concrete, and plate metal. Don't forget! One of the cool things about spire is that it's basically just a single huge terrace ramp where almost (but not) every piece of ramp is exposed vertically zzzzz
It looks really ugly honestly, if you try to make something like the process spire with those the same textures it would look better, if you also plan on using this spire i'd recommend adding something on the ground, it looks really bland and empty when we pugged it
It looks really ugly honestly, if you try to make something like the process spire with those the same textures it would look better, if you also plan on using this spire i'd recommend adding something on the ground, it looks really bland and empty when we pugged it
LightningSpikeI feel like the wood you made spire out of looks really out of place in terms of the whole badwater design scheme.
Yeah a bit. Badwater is like Process but a lot more rocks and dirtiness. That being said the new spire seems like it will play and work a lot better. I assume from
KevinIsPwnas well as fixing some of the clipping issues
that you have fixed the broken jumpiness which is good. However I didn't get a chance to upload my video of all the broken jumps :( I am uploading it now though just in case you missed any/anyone wants to see what you could do.
[quote=LightningSpike]I feel like the wood you made spire out of looks really out of place in terms of the whole badwater design scheme.[/quote]
Yeah a bit. Badwater is like Process but a lot more rocks and dirtiness. That being said the new spire seems like it will play and work a lot better. I assume from [quote=KevinIsPwn]as well as fixing some of the clipping issues[/quote] that you have fixed the broken jumpiness which is good. However I didn't get a chance to upload my video of all the broken jumps :( I am uploading it now though just in case you missed any/anyone wants to see what you could do.
So I made a video of the various place you can jump in a2. Just a warning that sound is broken.
https://www.youtube.com/watch?v=CNhFBu4rv0U
So I made a video of the various place you can jump in a2. Just a warning that sound is broken.
[youtube]https://www.youtube.com/watch?v=CNhFBu4rv0U[/youtube]
Oh gosh, I just accidentally deleted a super comment, and now I'm sad. This one will not go into as much detail as I'd like, because I've already been typing for ~20 minutes, and I really want to go work on the map a bit.
LightningSpikeI feel like the wood you made spire out of looks really out of place in terms of the whole badwater design scheme.
DeepYeah, it should've been a big concrete pillar, with stairs around it.
MangachuIt looks really ugly honestly, if you try to make something like the process spire with those the same textures it would look better, if you also plan on using this spire i'd recommend adding something on the ground, it looks really bland and empty when we pugged it
MerchantYeah a bit. Badwater is like Process but a lot more rocks and dirtiness.
I understand all of your concerns. However, I'm going to try to make a case for the style of spire that I chose. Take a quick look at pl_badwater:
http://wiki.teamfortress.com/w/images/9/9d/Badwater_Basin_overview.png?t=20111120115435
You'll see how BLU has to essentially push the bomb through their "base" to RED team's "base". Notice BLU's building style is very concrete and generally well put together, while RED's is much more hastily made, wooden structures. This comes with the goofy backstory that the TF2 world is based around, two companies that fight each other with paid mercs. There's obviously a bunch of back-plot, but there's no need to get too far into that. BLU team (Builder's League United) builds things well. RED team (Reliable Excavation Demolition) doesn't. Because BLU needs to capture points in their own base, it's pretty safe to assume that at some point in time, RED took over BLU's base and built up rickety, make-shift control points (as RED does).
I didn't just throw in the gpit spire all yolo-tastically. There was thought behind it. All this said, if enough people dislike the final product, I will gladly change it.
I'm being called to ring, I'll be back in a bit to post the rest.
Oh gosh, I just accidentally deleted a super comment, and now I'm sad. This one will not go into as much detail as I'd like, because I've already been typing for ~20 minutes, and I really want to go work on the map a bit.
[quote=LightningSpike]I feel like the wood you made spire out of looks really out of place in terms of the whole badwater design scheme.[/quote]
[quote=Deep]Yeah, it should've been a big concrete pillar, with stairs around it.[/quote]
[quote=Mangachu]It looks really ugly honestly, if you try to make something like the process spire with those the same textures it would look better, if you also plan on using this spire i'd recommend adding something on the ground, it looks really bland and empty when we pugged it[/quote]
[quote=Merchant]Yeah a bit. Badwater is like Process but a lot more rocks and dirtiness.[/quote]
I understand all of your concerns. However, I'm going to try to make a case for the style of spire that I chose. Take a quick look at pl_badwater:
[img]http://wiki.teamfortress.com/w/images/9/9d/Badwater_Basin_overview.png?t=20111120115435[/img]
You'll see how BLU has to essentially push the bomb through their "base" to RED team's "base". Notice BLU's building style is very concrete and generally well put together, while RED's is much more hastily made, wooden structures. This comes with the goofy backstory that the TF2 world is based around, two companies that fight each other with paid mercs. There's obviously a bunch of back-plot, but there's no need to get too far into that. BLU team (Builder's League United) builds things well. RED team (Reliable Excavation Demolition) doesn't. Because BLU needs to capture points in their own base, it's pretty safe to assume that at some point in time, RED took over BLU's base and built up rickety, make-shift control points (as RED does).
I didn't just throw in the gpit spire all yolo-tastically. There was thought behind it. All this said, if enough people dislike the [i]final[/i] product, I will gladly change it.
I'm being called to ring, I'll be back in a bit to post the rest.
KevinIsPwn<snip>
Yes but it still doesn't fit in it's surroundings. The area that it is in is one of blues clean areas.
[quote=KevinIsPwn]<snip>[/quote]
Yes but it still doesn't fit in it's surroundings. The area that it is in is one of blues clean areas.
Imo point 2 should really be on the roof. Having the spire there and severely reshaping the map (cart path area totally blocked???) only detracts from the pacing and map mechanics of badwater.
Imo point 2 should really be on the roof. Having the spire there and severely reshaping the map (cart path area totally blocked???) only detracts from the pacing and map mechanics of badwater.
Maybe make it out of crates with some ramps leading up them or something? There's already crates there on pl_badwater, it won't look very out of place...
Maybe make it out of crates with some ramps leading up them or something? There's already crates there on pl_badwater, it won't look very out of place...
ditch the spire idea, put a CP on top of the roof where the sentry nest happens in pubs
ditch the spire idea, put a CP on top of the roof where the sentry nest happens in pubs
With regards to spire, whatever art style you go with can you make the walls around the base of spire solid? All those columns and X-bracing looks like it would just eat up rockets if a scout and soldier are duelling around the base.
The Gpit spire is covered in sheet metal.
I think instead of a wooden one you should make one out of shipping containers, that way it fits the story. RED rushes the build process so it would make sense they would fashion something out of whatever is there (containers) and it would fit better with the art style (since the containers wouldn't look as out of place as a Gpit-esque spire.
With regards to spire, whatever art style you go with can you make the walls around the base of spire solid? All those columns and X-bracing looks like it would just eat up rockets if a scout and soldier are duelling around the base.
The Gpit spire is covered in sheet metal.
I think instead of a wooden one you should make one out of shipping containers, that way it fits the story. RED rushes the build process so it would make sense they would fashion something out of whatever is there (containers) and it would fit better with the art style (since the containers wouldn't look as out of place as a Gpit-esque spire.