FatherBrandonKingorcocWhat about pl_softwood idk. Badwater doesn't have water so why would softwood need trees also the name isn't taken from the what I can find
I'll make a strawpoll before I change the name (when the map moves to beta from alpha) with some options to choose. Thanks for the name suggestion but I don't think I will use 'adjective-wood' to name the map in order to avoid a ton of obvious jokes.
I just realised that that name was a innuendo oops how about tapline as it is a tap to push map
[quote=FatherBrandon][quote=Kingorcoc]What about pl_softwood idk. Badwater doesn't have water so why would softwood need trees also the name isn't taken from the what I can find[/quote]
I'll make a strawpoll before I change the name (when the map moves to beta from alpha) with some options to choose. Thanks for the name suggestion but I don't think I will use 'adjective-wood' to name the map in order to avoid a ton of obvious jokes.[/quote]
I just realised that that name was a innuendo oops how about tapline as it is a tap to push map
please consider pl_dumpstermeth
please consider pl_dumpstermeth
good changes, hope to see it again this weekend
good changes, hope to see it again this weekend
KingorcocFatherBrandonKingorcocWhat about pl_softwood idk. Badwater doesn't have water so why would softwood need trees also the name isn't taken from the what I can find
I'll make a strawpoll before I change the name (when the map moves to beta from alpha) with some options to choose. Thanks for the name suggestion but I don't think I will use 'adjective-wood' to name the map in order to avoid a ton of obvious jokes.
I just realised that that name was a innuendo oops how about tapline as it is a tap to push map
I do like that name.
saamplease consider pl_dumpstermeth
A true contender for best map name. I felt like taking dumpstermeth when figuring out how to setup the entities for the cart system.
Mouldgood changes, hope to see it again this weekend
Thanks man!
[quote=Kingorcoc][quote=FatherBrandon][quote=Kingorcoc]What about pl_softwood idk. Badwater doesn't have water so why would softwood need trees also the name isn't taken from the what I can find[/quote]
I'll make a strawpoll before I change the name (when the map moves to beta from alpha) with some options to choose. Thanks for the name suggestion but I don't think I will use 'adjective-wood' to name the map in order to avoid a ton of obvious jokes.[/quote]
I just realised that that name was a innuendo oops how about tapline as it is a tap to push map[/quote]
I do like that name.
[quote=saam]please consider pl_dumpstermeth[/quote]
A true contender for best map name. I felt like taking dumpstermeth when figuring out how to setup the entities for the cart system.
[quote=Mould]good changes, hope to see it again this weekend[/quote]
Thanks man!
A12 release with small change for the Map Cup.
I was playing around with some bots and realized that both teams could open the small BLU forward door once 'B' was capped as the filter name was incorrect.
A12 download: https://www.dropbox.com/s/f2fwbahdrabyi8z/pl_tfcl_a12.bsp?dl=0
I also thought it might be good to add a second to the max respawn wave time for RED once 'B' was capped (as the respawn time for RED was lowered significantly as of A11) so that's included in A12 as well.
A12 release with small change for the Map Cup.
I was playing around with some bots and realized that both teams could open the small BLU forward door once 'B' was capped as the filter name was incorrect.
A12 download: https://www.dropbox.com/s/f2fwbahdrabyi8z/pl_tfcl_a12.bsp?dl=0
I also thought it might be good to add a second to the max respawn wave time for RED once 'B' was capped (as the respawn time for RED was lowered significantly as of A11) so that's included in A12 as well.
Alright, unfortunately there wasn't a lot of feedback on this map last week despite all the people I met who hated it so I'm making a late post based on the single real game I got. I also decided it'd be easier to make a shitty video instead of trying to screenshot the specific things I think are problems.
Alright, unfortunately there wasn't a lot of feedback on this map last week despite all the people I met who hated it so I'm making a late post based on the single real game I got. I also decided it'd be easier to [url=https://www.youtube.com/watch?v=0CHEo-5unfg]make a shitty video[/url] instead of trying to screenshot the specific things I think are problems.
MenachemAlright, unfortunately there wasn't a lot of feedback on this map last week despite all the people I met who hated it so I'm making a late post based on the single real game I got. I also decided it'd be easier to make a shitty video instead of trying to screenshot the specific things I think are problems.
I appreciate the video. Gives me a lot of material to work with for the next version which will kick off the beta for the map.
(edit):
I am curious, has any scouts tried off-classing to Engineer on RED to try to temporarily cut off a flank? If so, what sort of results did it yield?
[quote=Menachem]Alright, unfortunately there wasn't a lot of feedback on this map last week despite all the people I met who hated it so I'm making a late post based on the single real game I got. I also decided it'd be easier to [url=https://www.youtube.com/watch?v=0CHEo-5unfg]make a shitty video[/url] instead of trying to screenshot the specific things I think are problems.[/quote]
I appreciate the video. Gives me a lot of material to work with for the next version which will kick off the beta for the map.
(edit):
I am curious, has any scouts tried off-classing to Engineer on RED to try to temporarily cut off a flank? If so, what sort of results did it yield?
After seeing the map in action in the Map Cup there will be some extensive changes upcoming. It was a great source of feedback!
After seeing the map in action in the Map Cup there will be some extensive changes upcoming. It was a great source of feedback!
Small light glitches here and here:
http://imgur.com/1eLnW76
http://imgur.com/oHqpjB1
Sticks can be hidden in this light:
http://imgur.com/K22PKek
I'm glad you got a lot of feedback from the cup. This map is kind of rough right now, but I don't think its an awful concept and I applaud your dedication to it.
Small light glitches here and here:
http://imgur.com/1eLnW76
http://imgur.com/oHqpjB1
Sticks can be hidden in this light:
http://imgur.com/K22PKek
I'm glad you got a lot of feedback from the cup. This map is kind of rough right now, but I don't think its an awful concept and I applaud your dedication to it.
TmbrSmall light glitches here and here:
http://imgur.com/1eLnW76
http://imgur.com/oHqpjB1
Sticks can be hidden in this light:
http://imgur.com/K22PKek
I'm glad you got a lot of feedback from the cup. This map is kind of rough right now, but I don't think its an awful concept and I applaud your dedication to it.
Thanks for the additional feedback. I have now removed that light and am almost done a lot of other changes needed to the map.
[quote=Tmbr]Small light glitches here and here:
http://imgur.com/1eLnW76
http://imgur.com/oHqpjB1
Sticks can be hidden in this light:
http://imgur.com/K22PKek
I'm glad you got a lot of feedback from the cup. This map is kind of rough right now, but I don't think its an awful concept and I applaud your dedication to it.[/quote]
Thanks for the additional feedback. I have now removed that light and am almost done a lot of other changes needed to the map.
FatherBrandonI am curious, has any scouts tried off-classing to Engineer on RED to try to temporarily cut off a flank? If so, what sort of results did it yield?
I haven't seen anyone play engineer anywhere after first. I think generally after the sentry/tele goes down people don't want to risk the time to build another one.
Even if it were safe to build again, I don't see it working, especially with the rescue ranger banned. Assuming you're talking about trying to cover the 1st-last flank I can't find any good sentry spots, and there are so many corners on this part of the map it would be very easy to spam. Sentry is great on last in 5cp where engi can chill in spawn and defenders get an extra half player, but on this map engi would have to be outside of spawn in order to be effective, and that's just an easy target.
[quote=FatherBrandon]
I am curious, has any scouts tried off-classing to Engineer on RED to try to temporarily cut off a flank? If so, what sort of results did it yield?[/quote]
I haven't seen anyone play engineer anywhere after first. I think generally after the sentry/tele goes down people don't want to risk the time to build another one.
Even if it were safe to build again, I don't see it working, especially with the rescue ranger banned. Assuming you're talking about trying to cover the 1st-last flank I can't find any good sentry spots, and there are so many corners on this part of the map it would be very easy to spam. Sentry is great on last in 5cp where engi can chill in spawn and defenders get an extra half player, but on this map engi would have to be outside of spawn in order to be effective, and that's just an easy target.
A new version of pl_tfcl will be released tomorrow under a new name and the map will be moving from alpha to beta! Thank you all for your effort with the feedback. A huge thanks to Menachem for his video outlining some major issues in the map.
Since you have all helped forge the map I have created a strawpoll for you to vote on a name that the map will be changed to.
Strawpoll: http://www.strawpoll.me/12434047 (on Feb. 28th, I will choose the name based on votes at 5:00 PM PST).
Incoming changelog:
- The map is about 10% larger overall.
- Farther distance between 'A' and 'B'.
- The bridge between 'A' and 'B' is now covered with a sloped roof which you can stand on and access with any class.
- The 'shed' between 'B' and 'C' now is sloped in the opposite direction and has a pathway behind it.
- The side of the map with 'B' and 'C' is now higher than the rest of the map.
- The height of most structures have been raised.
- The flank route with the sniper window and dark room is closed at all entrances until 'A' is capped.
- New third initial spawn exit for BLU.
- There is no longer a height variation in the now old nightmare flank hallway and the doorway to RED spawn is now a one-way door for RED only.
- A new ramp to the left side of the bridge from RED side.
- A new entrance/exit to the far-corner flank route
Album showing some changes with descriptions:
http://imgur.com/a/o9pWV
Rough overview image outlining some changes:
http://imgur.com/CigcfYY
A new version of pl_tfcl will be released tomorrow under a new name and the map will be moving from alpha to beta! Thank you all for your effort with the feedback. A huge thanks to Menachem for his video outlining some major issues in the map.
Since you have all helped forge the map I have created a strawpoll for you to vote on a name that the map will be changed to.
Strawpoll: http://www.strawpoll.me/12434047 (on Feb. 28th, I will choose the name based on votes at 5:00 PM PST).
Incoming changelog:
- The map is about 10% larger overall.
- Farther distance between 'A' and 'B'.
- The bridge between 'A' and 'B' is now covered with a sloped roof which you can stand on and access with any class.
- The 'shed' between 'B' and 'C' now is sloped in the opposite direction and has a pathway behind it.
- The side of the map with 'B' and 'C' is now higher than the rest of the map.
- The height of most structures have been raised.
- The flank route with the sniper window and dark room is closed at all entrances until 'A' is capped.
- New third initial spawn exit for BLU.
- There is no longer a height variation in the now old nightmare flank hallway and the doorway to RED spawn is now a one-way door for RED only.
- A new ramp to the left side of the bridge from RED side.
- A new entrance/exit to the far-corner flank route
Album showing some changes with descriptions:
http://imgur.com/a/o9pWV
Rough overview image outlining some changes:
http://imgur.com/CigcfYY
pl_tapline wins!
Here is pl_tapline_b1 for testing:
https://www.dropbox.com/s/knkqiwgdjplfw57/pl_tapline_b1.bsp?dl=0
Looks pretty good; my only immediate thought is that the one way door for red is maybe not the best solution. Now there is no flank at all between A and B - whether or not teams can crack defense at B (which looks much more defendable) might get interesting. It could work, but I'm not 100% sure on it. Plus, there's a bit after B where blue could get wrapped or more easily spawncamped by red team utilizing the door.
Perhaps you could place a flank route on the other side or re-route the current one that's been blocked by making it not dump out staring straight at last; or make it less direct or more choke-y to hinder blue players from just +forwarding into last.
Looks pretty good; my only immediate thought is that the one way door for red is maybe not the best solution. Now there is no flank at all between A and B - whether or not teams can crack defense at B (which looks much more defendable) might get interesting. It could work, but I'm not 100% sure on it. Plus, there's a bit after B where blue could get wrapped or more easily spawncamped by red team utilizing the door.
Perhaps you could place a flank route on the other side or re-route the current one that's been blocked by making it not dump out staring straight at last; or make it less direct or more choke-y to hinder blue players from just +forwarding into last.
HyceLooks pretty good; my only immediate thought is that the one way door for red is maybe not the best solution. Now there is no flank at all between A and B - whether or not teams can crack defense at B (which looks much more defendable) might get interesting. It could work, but I'm not 100% sure on it. Plus, there's a bit after B where blue could get wrapped or more easily spawncamped by red team utilizing the door.
Perhaps you could place a flank route on the other side or re-route the current one that's been blocked by making it not dump out staring straight at last; or make it less direct or more choke-y to hinder blue players from just +forwarding into last.
I definitely like those ideas and I do have some concerns for that one-way door. I would like a few games to be played on this version if possible before I make further changes.
[quote=Hyce]Looks pretty good; my only immediate thought is that the one way door for red is maybe not the best solution. Now there is no flank at all between A and B - whether or not teams can crack defense at B (which looks much more defendable) might get interesting. It could work, but I'm not 100% sure on it. Plus, there's a bit after B where blue could get wrapped or more easily spawncamped by red team utilizing the door.
Perhaps you could place a flank route on the other side or re-route the current one that's been blocked by making it not dump out staring straight at last; or make it less direct or more choke-y to hinder blue players from just +forwarding into last.[/quote]
I definitely like those ideas and I do have some concerns for that one-way door. I would like a few games to be played on this version if possible before I make further changes.
FatherBrandonNOW B1 with a new name (pl_tapline)!
Yes my name suggestion won
[quote=FatherBrandon]NOW B1 with a new name (pl_tapline)!
Yes my name suggestion won
KingorcocFatherBrandonNOW B1 with a new name (pl_tapline)!
Yes my name suggestion won
Thanks for the suggestion, it was good one.
[quote=Kingorcoc][quote=FatherBrandon]NOW B1 with a new name (pl_tapline)!
Yes my name suggestion won[/quote]
Thanks for the suggestion, it was good one.
Sorry for bump but is this map being used anywhere? and how do people like it
Sorry for bump but is this map being used anywhere? and how do people like it
VulcanSorry for bump but is this map being used anywhere? and how do people like it
I actually appreciate the bump.
This map is still in stasis. Not enough feedback for the latest version to go ahead and refine it yet.
[quote=Vulcan]Sorry for bump but is this map being used anywhere? and how do people like it[/quote]
I actually appreciate the bump.
This map is still in stasis. Not enough feedback for the latest version to go ahead and refine it yet.
Is the cart being capped at x1 max speed a side effect of how the tap-to-push was programmed, or an actual design philosophy? If not, are you trying to work on having the functionality of faster push speeds as well?
Is the cart being capped at x1 max speed a side effect of how the tap-to-push was programmed, or an actual design philosophy? If not, are you trying to work on having the functionality of faster push speeds as well?
RespectAPAIs the cart being capped at x1 max speed a side effect of how the tap-to-push was programmed, or an actual design philosophy? If not, are you trying to work on having the functionality of faster push speeds as well?
It can be changed to whatever speed desired in the entity settings of the cart. It felt like a good pace at 1x speed.
If after testing it seems to be too slow, it can always be altered for a future release.
[quote=RespectAPA]Is the cart being capped at x1 max speed a side effect of how the tap-to-push was programmed, or an actual design philosophy? If not, are you trying to work on having the functionality of faster push speeds as well?[/quote]
It can be changed to whatever speed desired in the entity settings of the cart. It felt like a good pace at 1x speed.
If after testing it seems to be too slow, it can always be altered for a future release.
I see, so right now it's not possible to have a cart that is both tap-to-push and can also be pushed at faster rates? [like if it would be x1 if it was only tapped, but could also be x2, x3, etc. if there were more people on it]
I see, so right now it's not possible to have a cart that is both tap-to-push and can also be pushed at faster rates? [like if it would be x1 if it was only tapped, but could also be x2, x3, etc. if there were more people on it]
RespectAPAI see, so right now it's not possible to have a cart that is both tap-to-push and can also be pushed at faster rates? [like if it would be x1 if it was only tapped, but could also be x2, x3, etc. if there were more people on it]
That is correct unfortunately. Perhaps there is a way around that, but I have not found it yet.
[quote=RespectAPA]I see, so right now it's not possible to have a cart that is both tap-to-push and can also be pushed at faster rates? [like if it would be x1 if it was only tapped, but could also be x2, x3, etc. if there were more people on it][/quote]
That is correct unfortunately. Perhaps there is a way around that, but I have not found it yet.
It's been a while and I have mostly moved onto other gaming projects, but I had a blast working on this map with all of your feedback. I am starting to miss working on TF2 maps and am looking for an excuse to work on this one again in particular.
In conclusion:
Bump.
It's been a while and I have mostly moved onto other gaming projects, but I had a blast working on this map with all of your feedback. I am starting to miss working on TF2 maps and am looking for an excuse to work on this one again in particular.
In conclusion:
Bump.
Heya guys.
pl_tapline is going to be included in Season 3 of TFCL 6s. I would be happy to address any feedback between now and December for pl_tapline_b1 so I can get the best possible version setup.
pl_tapline_b1:
https://www.dropbox.com/s/knkqiwgdjplfw57/pl_tapline_b1.bsp?dl=0
Overview:
https://imgur.com/CigcfYY
Heya guys.
pl_tapline is going to be included in Season 3 of TFCL 6s. I would be happy to address any feedback between now and December for pl_tapline_b1 so I can get the best possible version setup.
pl_tapline_b1:
https://www.dropbox.com/s/knkqiwgdjplfw57/pl_tapline_b1.bsp?dl=0
Overview:
https://imgur.com/CigcfYY
After using feedback from a test at TF2maps.net b2 is now available:
Changelog for pl_tapline_b2:
- The nightmare one-way flank door now closes and locks after 'A' is capped.
- The map is about 10% larger overall.
- Farther distance between the cart start and 'A'.
- Farther distance between 'A' and 'B'.
- Closed up the back of the bridge and moved the entrance to the area under the 'B' sign to the right.
- New third initial spawn exit for BLU.
- Added a flank route on the bottom floor next to 'B' that leads behind the tall rocks closer to 'C'.
- Added a new ramp room that allows easier access to the bridge top for attackers.
- Removed the sniper fence that was making 'A' seem more like a hallway CP.
- The small bottom entrance to 'C' is now positioned differently and gives slightly more space for defenders.
- Added a raised area to the far left-side (from the defenders perspective) of the bridge to make it harder to reign over BLU forward spawn doors.
- Raised the height of the small forward BLU spawn door.
- The area that was once the farthest initial forward BLU spawn exit is now an area accessible by both teams.
Album showing general overview and some changes with descriptions:
https://imgur.com/a/gyyGg
pl_tapline_b2 download:
https://tf2maps.net/downloads/pl_tapline.5456/
or
https://www.dropbox.com/s/8esio0jzvp6gkvh/pl_tapline_b2.bsp?dl=0
After using feedback from a test at TF2maps.net b2 is now available:
Changelog for pl_tapline_b2:
- The nightmare one-way flank door now closes and locks after 'A' is capped.
- The map is about 10% larger overall.
- Farther distance between the cart start and 'A'.
- Farther distance between 'A' and 'B'.
- Closed up the back of the bridge and moved the entrance to the area under the 'B' sign to the right.
- New third initial spawn exit for BLU.
- Added a flank route on the bottom floor next to 'B' that leads behind the tall rocks closer to 'C'.
- Added a new ramp room that allows easier access to the bridge top for attackers.
- Removed the sniper fence that was making 'A' seem more like a hallway CP.
- The small bottom entrance to 'C' is now positioned differently and gives slightly more space for defenders.
- Added a raised area to the far left-side (from the defenders perspective) of the bridge to make it harder to reign over BLU forward spawn doors.
- Raised the height of the small forward BLU spawn door.
- The area that was once the farthest initial forward BLU spawn exit is now an area accessible by both teams.
Album showing general overview and some changes with descriptions:
https://imgur.com/a/gyyGg
pl_tapline_b2 download:
https://tf2maps.net/downloads/pl_tapline.5456/
or
https://www.dropbox.com/s/8esio0jzvp6gkvh/pl_tapline_b2.bsp?dl=0
If anyone is playing in Sixes Season 3 of the TFCL and pl_tapline_b2 is picked as the map, can you please create a demo file if possible and send it my way? It will help development of the map. Thanks!
If anyone is playing in Sixes Season 3 of the TFCL and pl_tapline_b2 is picked as the map, can you please create a demo file if possible and send it my way? It will help development of the map. Thanks!
Hey, how easy would it be to port the push mechanics to any other Payload map? I'm assuming very easy since Payload entities & logic don't really differ much between payload maps other than Frontier, is that correct?
Basically would making experimental versions of Badwater & Upward with this mechanic be easy?
Hey, how easy would it be to port the push mechanics to any other Payload map? I'm assuming very easy since Payload entities & logic don't really differ much between payload maps other than Frontier, is that correct?
Basically would making experimental versions of Badwater & Upward with this mechanic be easy?
DarkNecridHey, how easy would it be to port the push mechanics to any other Payload map? I'm assuming very easy since Payload entities & logic don't really differ much between payload maps other than Frontier, is that correct?
Basically would making experimental versions of Badwater & Upward with this mechanic be easy?
It wouldn't be very hard to apply to any other Payload mode map.
[quote=DarkNecrid]Hey, how easy would it be to port the push mechanics to any other Payload map? I'm assuming very easy since Payload entities & logic don't really differ much between payload maps other than Frontier, is that correct?
Basically would making experimental versions of Badwater & Upward with this mechanic be easy?[/quote]
It wouldn't be very hard to apply to any other Payload mode map.
FatherBrandon
It wouldn't be very hard to apply to any other Payload mode map.
Added you on Steam to discuss!
[quote=FatherBrandon]
It wouldn't be very hard to apply to any other Payload mode map.[/quote]
Added you on Steam to discuss!