View Full Version : [WIP] [TF2] cp_M.S._v2
ikem1223
08-30-2008, 02:11 AM
yea i know it is a different thread but it is basically a new map
some questions i would like you to answer.
*Do you textures look good?
*Does there need to be another entrance for blue?
*Should there be battlements above red spawn?
btw i am trying to find the tf2 grass texture. it is still the hl2 one :/
and any other comments would be nice!
Ikem
Glork
08-30-2008, 02:46 AM
MAJOR issue.
BLU can break that wall and attack during setup, and even cap points during setup.
I don't know if it was because we realized this, but we played four rounds tonight, and BLU won every single one. Definitely fix this, and we'll see if it's more balanced. Even then, intuition tells me that RED needs an easier way to go defend B.
Still a hella fun map, but that wall breaking issue made the map much less fun than it should have been. <3
Timmah!
08-30-2008, 12:42 PM
oops... I didn't see this thread (or didn't figure out that M.S. = Medieval Siege) and posted in the old thread about the wall breaking during setup.
ikem1223
08-30-2008, 01:44 PM
ok thats been fixed so maybe put a set of battle ments at the area of b?
Lstormy10
08-30-2008, 05:00 PM
Still needs "A", "B", "C" on the boxes for the different points on the UI.
Also, I changed classes while still in spawn and instead of just changing the class I am, it killed me and then changed my class. This happened while playing red.
I am going to take a closer look at the map and try to find any bugs later today.
ikem1223
08-30-2008, 05:06 PM
let me guess you were in the bloody room.... i have had complaints about that.... FIXED
Lstormy10
08-30-2008, 05:54 PM
let me guess you were in the bloody room.... i have had complaints about that.... FIXED
Yes, I was in the bloody room.
Here is are some other issues I found with the map:
1. Weird reflection of a fuchsia color on the step inside blue spawn and other objects such as the bottle.
http://i56.photobucket.com/albums/g167/lstormy10/cp_medieval_siege_v2_b20003.jpg
2. Weird reflection of yellow color on step in red spawn.
http://i56.photobucket.com/albums/g167/lstormy10/cp_medieval_siege_v2_b20005.jpg
3. Weird reflection of yellow color on other objects such as the bottle in the hallway of the red spawn.
http://i56.photobucket.com/albums/g167/lstormy10/cp_medieval_siege_v2_b20006.jpg
4. Piece of wall not lined up correctly (directly across from bottom of stairs leading to alcove above red spawn).
http://i56.photobucket.com/albums/g167/lstormy10/cp_medieval_siege_v2_b20004.jpg
5. Can't get under the arch marked with a blue arrow.
http://i56.photobucket.com/albums/g167/lstormy10/cp_medieval_siege_v2_b20009.jpg
6. Some kind of marker is needed so that people know where to get in cannon and don't try going in the front end of it.
7. A demoman can shoot stickies and pipes into the bloody side of the red spawn.
http://i56.photobucket.com/albums/g167/lstormy10/cp_medieval_siege_v2_b20008.jpg
ikem1223
08-30-2008, 07:06 PM
ok... the wpink is fixed.
the bloody room is fixed, both the respawn issue and demo
the arrow points to the BREAKABLE wall... (mentioned b4)
also the gui i cannot get to work.... i have tried everything. i am going to see if i can talk to vilepickle...
ikem1223
08-30-2008, 07:17 PM
also the walls getting to line up is going to be like a final thing cuz it is very hard to get them to line up on a tilt
*david*
08-31-2008, 12:41 AM
I like the old version better. Didn't mind the HL2 feel at all. The textures here feel more toy-like, which I guess is closer to TF2's style but not similar enough to feel harmonious with regular TF2 maps.
The battlements at the front of the castle are open to Red from the outset, and they can shoot into and jump down to Blu's area during setup, which is not cool.
The rocks that used to block the back left spawn door for Red are gone, so now it is again possible to snipe directly at that door from Blu's spawn.
Having the moutain and trees connect all the way over to point A really cuts off the right side of the map's usability for either team.
I don't mind the battlements. It is good to have another way in, although everything essentially filters into the same central courtyard anyway. It might be nice if the battlements extended all the way to the left and right sides of the map, with ramps coming down. I understand there's a breakable wall on the left, which I haven't seen used yet, but that still leaves the right side pretty inactive.
Just some thoughts. Keep up the good work :)
ikem1223
08-31-2008, 02:27 AM
yea red spawn it different now.. i forgot i took those blocks out. cuz there is something else there.
but like i said ther will be 3 versions of this map.the reg one (hl2), a tf2 one, and a tf2 storm one that no one has played
Lstormy10
08-31-2008, 02:27 AM
A better utilization of the right exit from the BLU spawn would be good, maybe keep some separation from A where the trees are and add some type of way to get over the rock on the right to create a separate area for the teams to focus on.
Things like the left breakable wall take some time for the players to get used to using by playing on the map more often. You could always add some cracks that are just visual (not actual cracks) to the section of the wall so that people get that the wall is breakable instead of trying to go through the tiny archway (like I dumbly tried).
ikem1223
08-31-2008, 02:47 AM
there is a set of battlemeants above the bloody room. you can get up from either in the spawn or a ladder on the outside
ikem1223
08-31-2008, 08:08 PM
well... i made a trebuchet. it throws a rock stright to b. but you can only use it once. so use it wisely.
Timmah!
08-31-2008, 09:37 PM
HOOOOOLY SHIT SHIT SHIT SHIT... (Trebuchet is a badass!)
ikem1223
08-31-2008, 09:40 PM
i am working on to put two in. i have to get some other stuff out first.
the map it so complex that it is over valves limits. :P so i have to do some advanced stuff to get it to work.
EDIT: the trebuchets do 300 damage to the target. so there will be 300 damage to b when the rock hits.
also red has alot of time to see it coming. so they can move.
looking to put the second one poitned at A
Lstormy10
08-31-2008, 09:47 PM
Damn, that sounds impressive.
Will the trebuchet do damage to players on both teams or just red?
I actually have a working trebuchet in my garage that I built with some friends. It is capable of using 200 lbs of dead weight to throw a 3 to 5 lb weight at least 200 ft. Was thinking of maybe using it to throw some watermelons...
ikem1223
08-31-2008, 09:49 PM
haha i made a treb about 3 years ago for a projects. made 200 bucks off it to. it had 300 lbs and it threw a 10 lb brick about 400 yards. :D it was like..... 20 ft tall.
also it will do it to anyone in the area blue or red
ikem1223
08-31-2008, 11:24 PM
http://video.google.com/videoplay?docid=4539962198705542803&hl=en
watch NAO :P just a simple vid of stuff if you havent played it and gotten to use the things in the map
edit: the yellow reflection on the bat is the same as the bottle i think i have fixed that now
Lstormy10
09-01-2008, 02:20 AM
That trebuchet looks awesome in the video. Can't wait to see what it looks like on the receiving end...
ShangoXG
09-02-2008, 02:22 PM
*Do you textures look good?
nice fail you got there ikem.
In all seriousness though great job, love the new changes, i hope to try this out soon! :D
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