Hey guys, haven't been on for a while, been busy. That being said, I thought that I would give you an update on this map. I've been making some major changes to the map and unfortunately this takes time. Some of the changes being made: - blue starting spawn, (real major work to redo), am adjusting the levels / design so that blue will have better access to a the upper flanking route on the cliff, not that important for the opening of the map but more important for when blue tries to push the choke point that leads into the warehouse - red will now have to cover more than just the entrance. - removal of the blue spawn room at top of ramp leading to warehouse - this was a pr
We played this lastnight and I noticed some changes from a week or so before. Maybe I'm just late to the party, but felt like some of the choke points were alleviated, and there was a new way to get behind the last point for blu. Thanks for working on it! It would be nice if we could actually get to the picnic area, by the way, outside blu spawn at the end of the map. You can stand on the lip but not get to the tables. Excellent place to hide when we fail to win the round
Still working on it. Adjusted combat area near 4th cap (lake cave) - added in another new flanking route (x2) for blue and adjusted cart path to make it more direct and some better defense options for red. Made a hole. Adjusted cart path to make in more direct - this is the small cave at the end of the bridge where a lot of combat didn't happen. That being said am adjusting this area so combat DOES happen - LOL No word yet on release date.
Dang - ran into a bug that crashes map - looking for cause - map 99.9% done. another 3.5 hours Map crashes on player selection of player class - looking for the reason - other than that map is done. Have modified the the death carts - more frequent but the route is longer and more variable - i.e new route added about 1 minute to same spot and I want to kill you quicker
Map is done - here is the link so you can see new pictures and get the download http://steamcommunity.com/sharedfiles/filedetails/?id=864629268
As someone who doesn't play TF2 that much anymore and doesn't really follow all the map stuff, I really appreciate all the work you put into this stuff and keeping us updated. Our unique maps and players are part of what makes our server great. Thanks for all your hard work. I look forward to playing on your maps and watching them change
thanks - we just played it - found a spawn bug can you take it off I'll try to fix it this weekened sometime
found the causes of the bug - fixed adding in two more flanking routes for blue - a quick fix - look for a new update shortly
Version RC 10 is now available for upload http://steamcommunity.com/sharedfiles/filedetails/?id=864629268&requirelogin=true
ok looks like the map is now more balanced - if you guys have suggestions - feel free to list them out here. I leave as is for the moment unless you guys need some major changes done to it. note to self - fix the roof vent visual / death cart pass near red final - put in some warning lights / bells for the do not enter area - change bell in blue back to laugh (unless you guys like the bell)
Ok after playing this last night blue was still having problems in 1st stage and last cap so... here is the latest available for upload - spent another 6 hours on it http://steamcommunity.com/sharedfiles/filedetails/?id=864629268&requirelogin=true Map changes include - new structure for blue opening stage - this will give blue a 2nd easier access to the top of the hill and will force red to defend more on the flanks instead of the choke - red last point - added in some nobuilds (sentries only) to keep red from funnelling guns at the entrance doors (back, main cart entrance - top and bottom) - red go that way arrows - when you leave the third spawn I have literally told all red players where to go - hahahaha Map should be very well balanced now