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ctf_warehouse

 
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Pendaz
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PostPosted: Wed May 21, 2008 9:13 pm Post subject: No icon ctf_warehouse Reply with quote

So we ran the first beta test of my first custom tf2 map on the thg mayhem server tonight. Im proud to hear people liked what they saw Very Happy thanks for the input guys!!!

It's still in very early beta at the moment, and i am open to comments/suggestions/ideas etc so post them here Smile



Also, i think i'll use this thread as an update log. so any new releases will have the new content/fix lists in here Smile



Looking forward to hearing your inputs


-Pendaz
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binksy
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PostPosted: Wed May 21, 2008 9:37 pm Post subject: No icon  Reply with quote

Yeah looks like it could be a hit m8.. nice one seems to play ok and fair to each team keep up the good work m8 Smile

Its a hectic battle Laughing

Binksy
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Pendaz
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PostPosted: Thu May 22, 2008 1:12 am Post subject: No icon  Reply with quote

heres some screenshots of the new intel rooms:



















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HappyDavid
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PostPosted: Thu May 22, 2008 1:41 am Post subject: No icon  Reply with quote

Hi Pandaz,

Very nice map. Really like it. Well done.

Just two small suggestions. The intel room can be a bit smaller because there won't be much going on in there. And if possible, another route into the intel room should be fun.

Cheers,
HD
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GeneralTGF
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PostPosted: Thu May 22, 2008 2:22 am Post subject: No icon  Reply with quote

Looking good man, here's some suggestions if you don't mind. Wink

First I think that having large med and ammo packs in the middle room is too much. Just because most of the battle is happening there and being able to get back to full health from 1hp is a bit cheap. (thats what respawn cabinet is for) Also changing them to small/medium would promote more medic play since they would be more important.

Also I'm not sure if you want to make the intel room "bunker friendly" after all last thing a ctf map needs is stalemates, and those windows and ramps really invite engies to set up in there.

And some more elevation would really spice it up. Wink

Like I said on the server I do graphics so if you need help in getting some custom logos, posters signs or w/e just ask. Very Happy

Now for some visual tips...

I realize that this is beta and that getting the layout just right is the most important but when you get to adding clutter and overall details I suggest that you add more industrial materials and crates a la Granary (pipes, boxes and such). Also don't forget the main entrance doors, warehouse without the shipment entrance is a rare thing indeed. Same thing for windows. Cool

Some arrows for general directions would help newcomers too. Wink

Like I said just throwing some tips your way, feel free to ignore if you disagree. Very Happy
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Dumbo
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PostPosted: Fri May 23, 2008 9:49 am Post subject: No icon  Reply with quote

Looks like a cool map, and I look forward to playing it.

I'll second the General, some arrows would be nice especially since I sometimes have a pint or 2 while playing on weekends. Wink
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HellBoy
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PostPosted: Fri May 23, 2008 5:57 pm Post subject: No icon  Reply with quote

Congrats nice build.

I will just have to wait to play it Smile .
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Pendaz
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PostPosted: Thu May 29, 2008 7:28 pm Post subject: No icon  Reply with quote

just finished compiling beta 3. Heres a list of changes:



  • Added 'vent' system from spawn hallway to intel for each team
  • Added an alternate exit with one way doors leading from each intel room
  • Added various props/decor/visual crap
  • Replaced the large ammo/health packs in the main warehouse area with small ammo/health packs
  • Added a few more signs in an attempt to make the map a bit easier to navagate
  • Opened up the roof in the main 'warehouse' area of the map, with a glass roof and skybox (which is a little buggy, will be fixed on the next release i promise Wink)
  • Re-aligned a whole bunch of brushes that diddnt quite line up
  • Made a few minor adjustments here and there



I just mailed it to binksy so as soon as he gets it on the server we can all jump on there and give it a blast... If you have any comments or notice and bugs that i havent covered let me know here and i'll sort em out Smile

P.s i know there a still some mis aligned brushes (walls that dont line up etc) so dont bother mentioning them to me as im giogn to clean them up as i find them myself Smile only a matter of time


Thanks

-Pendaz
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Pendaz
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PostPosted: Fri May 30, 2008 3:48 pm Post subject: No icon  Reply with quote

Beta 4 just finished compiling and will be tested on the mayhem server later tonight after the match with sas.

This beta will be restricted to thg/sas members only and we will be passwording the server.

I ask all that join us to test beta 4 to note your ideas/comments/suggestions/flames/bug reports here rather than sending them to me on steam friends or over teamspeak/game voice chat so i have them all in one place and its easier for me to keep track of everything...

Anyway, heres what i've fixed in beta4:


  • Fixed red door not animating when being used
  • Made respawn rooms slightly smaller
  • Made active resupply area larger
  • Added an extra resupply locker for each team and moved them to the entrance/exit wall
  • Fixed skybox bug
  • Fixed low fps when facing a certain direction (still needs more testing though)
  • Added nodraw drush (invisible wall) to cover the pillar on the stairwell leadinr from main warehouse room to spawn room hallway in an attempt to stop people getting stuck when retreating back to spawn.



Thanks again for your input last night, very much appreciated Smile
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