[WIP]TC_Ramparts (Territorial Payload Race)

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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby Deathtaker27 on Wed Jan 20, 2010 11:56 am

send me a message when you are testing it i want in!
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Thu Jan 21, 2010 2:46 pm

Ok, the result in the test.

The stage seemed to be fun :) the most important part

However, there were some issues:
- No health and ammo (fixed already)
- The pushes were to easy so the map was actualy too short and too steamrollfriendly (should be harder now)
And thats basicly all that people noticed. i myself noticed a few more things though:
- Not engy friendly at all due to the lack of ammo and cover (should be improved already)
- FPS, some areas were realy poor. (should be fixed now)

Im compiling now, when its done ill make some screens of the stage

Btw, i cant do another test of my map this week so ill probably work on B vs D and try to finish that one also. As when that one is done the full TC system works!

EDIT: Screeeeeeeeeeeeenshooootsh

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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby Frying Dutchman on Thu Jan 21, 2010 5:51 pm

YYYYYYEEAAAAAAAAAAAHHHHHHHHH!!!!!!!!!
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Wed Jan 27, 2010 11:15 am

With some help of nelsaidi (in photoshop skills) i finaly made a nice new overview map:

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Ingame (tested on an older version - thats why D is owned by red atm):
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Also, the CP location for D isnt ideal yet but thats just trial and error by changing a value in its res file.
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Tue Feb 02, 2010 5:48 pm

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A hammer view and a part of the new stage below it also in hammer
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Sat Apr 03, 2010 6:45 pm

Its gonna be a BUMPy ride

New screens - all from the new stage
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Sun Apr 04, 2010 7:05 pm

Last edited by alias on Sun Apr 04, 2010 8:12 pm, edited 1 time in total.
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby Frying Dutchman on Sun Apr 04, 2010 7:09 pm

Any information about maptests?
Would like to try the new stage out on a server.
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Sun May 02, 2010 6:03 pm

Even though the map isnt tested in the maptest i already have been improving the looks of areas that i think will work anyway (areas that have been tested before). They wont be in the upcoming test but the gameplay should be the same.

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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Sat May 22, 2010 5:06 pm

As i said before, it starts to get better slowly

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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby keith maynard on Fri Jun 04, 2010 8:51 am

I'm really amazed by the way the map concept works. Hope you'll got the endurance to finish it :D
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Sun Jun 06, 2010 6:11 pm

Finaly an update again.

Download ze new version (alpha 5)

Note, lots of screens. If the screens dont show up well due to being cropped:
http://forums.tf2maps.net/showthread.php?t=9653



Stage A vs B
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Stage A vs C
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Stage B vs D
Just 1 screen though
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Stage C vs D
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Other (like respawn rooms)
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby Glitch on Thu Jun 17, 2010 7:00 pm

I've tried it (bout a month ago) and it looks quite complicated and big to me, more like a deathmatch map.. lots of rooms with openings on each side which might get confusing.

Also there's one spawndoor which has a slope downward when you go through it, when an engineer places a teleporter there, it can be shot directly by the opposing team and it looks weird because its not on flat ground.

Rest is all okay to me, looks like fun to try it some time on the UKCS servers :)
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Mon Jul 05, 2010 5:05 pm

Yep, the test still has to come but some changes are done already as i had some info from the tf2maps test.



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And if your screen isnt large enough cousing the image to be cropped:
tc_ramparts_b1a0000.jpg
tc_ramparts_b1a0001.jpg
tc_ramparts_b1a0002.jpg
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Mon Jul 19, 2010 4:38 pm

Slowly its getting the right way:

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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby UK_sniper on Mon Jul 19, 2010 8:06 pm

cool to see this coming together. have you been balance testing through the build? i'd hate to get to the end and have a major balance flaw!
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Tue Jul 20, 2010 9:26 am

There have been 5 pre alpha tests on tf2maps. They covered all stages and basicly comes down to each stage being tested at least 5 times. C vs D lately didnt have a test and therefor is still fully dev. The other stages however proved themselve far enough to detail them.

Balance is normal as its mirrored. the maps are quite hard to stalemate due to the push being earlier and having overtime opening an alternative route basicly adding a heavy counter to the cart. Ofc, sentry spam can still stalemate but im not going to add an overtime system like in panic or nightfall (at least, not yet. it would be a last resort solution).

There is however one thing in the above screen that i dont know the solution of yet. Notice the top and bottom of the wall being lit up well. the center part is however darker and shows up as a massive bar.

I know that i have to fix 1 thing in C vs D though. and thats probably that a sort of wall will show up at the second spawn exit as that basicly coused the map to stalemate there (i wont block the route, just reduce visibility to the cart to 'sort of' extending the route required to walk).

Best is that if i end up with enough free entitys that i will add A/D stages. Especialy with the new hud change in upward and thunder mountain this should work (and even if it doesnt use that specific hud the old plr one with just 1 payload will work just as well).
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby Logic3 on Wed Jul 21, 2010 12:48 pm

Alias, how much time do you spend a day on this? Its been in development for a year!
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Wed Jul 21, 2010 1:18 pm

There has been a total of 6 months no progress. and if i map its usualy for 2 hours. some days i have worked for 6 hours on it though. Most of the progressless time is due to waiting for maptests. Still, im in the detailing phase and next version is beta. Basicly finetuning the balance against stalemates. And if possible add 2 new A/D stages (depends on dynamics though)
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Re: [WIP]TC_Ramparts (Territorial Payload Race)

Postby alias on Sat Aug 07, 2010 1:14 pm

Yep, the red cp area is being started with detailing :D

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