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Gameday XVII [Archive] - TF2Maps.net Forums

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MangyCarface
07-30-2008, 02:02 PM
Game Day: Part XVII- August 2nd, August 3rd

Hey guys, judging by the forums, it seems that a number of maps have
testable stages at the moment or coming up soon. Due to this we'll open a gameday for the weekend; after initial troubles, a lot of good testing was done last weekend.

There's a new condition to be entered into the rotation for the gameday weekend: All problems known by the mapper, not related to gameplay testing, must be solved before submission. This means build your cubemaps, have your map lighted, have the spawn gates work correctly, visualizers must be in place, etc etc. Gameplay testing is for ironing out details you've never thought of and looking at the gameplay's natural flow- not hearing players get griefed over something obvious. This is not an entirely concrete rule, but follow it, please.

When:


August 2nd @ 4:00 pm EST (1:00 pm PST | 9:00 pm GMT)
August 3rd @ 4:00 pm EST (1:00 pm PST | 9:00 pm GMT)
Both Events will be held on our home server this weekend, at least for now.

Where: TF2Maps.net Server. CONNECT link below :)


Server configuration request / statement:

rtv, votemap, etc... turned off please
30 minute map rounds
Start with testing maps, 30 minutes a map flexibly guaranteed (If we are running way off schedule, deal with it all maps are recorded by Source TV). NOTE: Depending on number of submissions, this time limit may be changed to 20 minutes with a bonus round or two after the rotation determined by vote amongst the played maps.


TF2Maps.net Official Server: 72.233.93.233:27015 (steam://connect/72.233.93.233:27015)

Links will take you straight to the server.



Game Day Plan and Rules, Read these or I sic DJive on you.


Use either the TF2Maps.net website (PREFERRED), FPSBanana, or a private website to host your maps. Do not use Rapidshare or other crappy filehosts. Mediafire works though.
Before your submission is accepted there must be a downloadable version of your map.
All map names must follow the guidelines specified in this thread. That means NO CAPS. (http://forums.tf2maps.net/showthread.php?t=2089)
If you'd like to be helpful, include your map in .bz2 format.
All debate over what maps are submitted, what maps are played, etc. must be handled in this thread PRIOR to the game day. Once the map submission deadline is passed the rotation is set. Map rotation changes will not happen on the actual game day unless there are technical difficulties. If you have a problem with a map, voice your concerns prior to the game day.
Game Day Structure:
Map testing, takes place first, all maps submitted for testing purposes will receive 30 minutes of play time. Map testing slots will be assigned on a first come / first served basis. I will attempt to accommodate time preferences to a limited extent.


Map Submission Structure:

* Map Name (ex. ctf_mycoolmap_b2 )
* Link to map download
* Map is for testing: Yes / No
Optional: Link to discussion thread.
* Denotes required field.


- All times listed in this section are EST unless otherwise noted.
- Due to the late posting of the thread, submission deadline is a little later than normal.
- Submission deadline is Friday, August 1st @ 9pm EST. Slightly flexible on a per-case basis, talk to me on Steam if you have Qs.
Testing Maps:
1: cp_mountaindepot_b2u
2: cp_backfire_round1_a2
3: cp_cagematch_b2
4: cp_entropy_b1a
5: cp_cliffside_a5
6: tc_street
7: cp_backfire_round1_a3
8: cp_backfire_round3_a1
9: pl_cave_b6
10: tc_meridian_a4b

Sunday rotation based on author requests/playability results from yesterday:
1: cp_mountaindepot_b2u
2: cp_entropy_b1a
3: pl_cave_b6
Possibly intermission with cagematch?
4: tc_meridian_a4b
5. cp_dixie_a3... lolz moderator pwrs

P.S. I copy + pasted most of this info from my last post, if you find a typo tell me.

Zipok
07-30-2008, 02:20 PM
Zipok reporting his map for playtesting at gameday.

Map name: cp_mountaindepot_b2u
Download link: http://forums.tf2maps.net/downloads.php?do=file&id=498
Map is for testing: Yes

To keep in mind: I live at GMT+2 timezone, that means that the gameday testings start at 11 PM for me. That is why I rushed to be the first poster, as it would be nice to get the map tested before it is morning. I've done a couple of playtests with my friend, but really can't get a bigger crowd, so this gameday seems really useful.
And a question: Are the testing maps being tested on both days, or on one only?


Edit: You asked for typos.. well, this is no typo, this is something far more serious! I assume that I still got my submission in-time, as this topic is pretty much newer than the deadline. ;)
"- Submission deadline is Friday, July 12th @ 9pm EST. Slightly flexible on a per-case basis, talk to me on Steam if you have Qs."

Edit #2: Wanted to ask if it is possible to test the map with nocrits enabled. I really hate crits. :D

drpepper
07-30-2008, 02:23 PM
w00t

drpepper
07-30-2008, 02:23 PM
mangy, when the deadline closes for submissions. let me know and ill make a map pack and upload to the site. that way we can avoid redirect issues. ill still ofcourse upload to redirect and server just incase.

MrAlBobo
07-30-2008, 02:24 PM
Map Name: cp_backfire_round1_a2
Link to map download: http://forums.tf2maps.net/downloads.php?do=file&id=494
Map is for testing: Yes
Discussion Thread: http://forums.tf2maps.net/showthread.php?t=3011

Ive done a reasonable amount of testing with a small number of people and its playable, only flaw is that overzealous scouts seem to keep getting stuck in an open displacement <_< so...yeah...
so...if it comes up, laugh at them, then kill them ;)
oh...and its already on the server btw
and one last thing...unfortunately I can't be there this weekend, so its important that the discussion thread is used, CornontheCod, or nossie will likely look for me anyways

MrMuffinMan
07-30-2008, 04:54 PM
I'll make sure to be there this time, and bring my map. :3

(Which is not ready for submission yet...)

efciem
07-30-2008, 07:23 PM
I have a 100mbit webserver w/ space available for alternate file hosting, just hit me up in a pm or on steam

taotd
07-30-2008, 08:52 PM
Map Name: cp_cagematch_b2
Link/Thread: http://forums.tf2maps.net/showthread.php?t=2818
Testing: Yes

Do make sure it's on there this time please.

Laz
07-31-2008, 05:34 AM
reserving a spot :) gonna make some changes that should make stage1 easier for blu to win. got a few ideas for secondary routes. will implement tonight.

Shmitz
07-31-2008, 12:40 PM
Before your submission is accepted there must be a downloadable version of your map.

You can't reserve spots. You either have something people can download or you don't. =P

MangyCarface
07-31-2008, 12:42 PM
Yeah, you're gonna be able to get into the rotation as long as you post before the deadline, but order is first come first server- with the map version in hand.

frenziedlather
07-31-2008, 02:59 PM
frenziedlather reporting his map for playtesting at gameday.

Map name: cp_entropy_b1a
Download link: http://forums.tf2maps.net/downloads.php?do=file&id=505
Map is for testing: Yes

I'm not going to be around on Saturday, but I hope to make it online Sunday. I appreciate any comments.


Thanks

NumbersAndNoise
07-31-2008, 05:13 PM
* Map Name: cp_cliffside_a5
* Link to map download: http://forums.tf2maps.net/downloads.php?do=file&id=506
* WIP Thread: http://forums.tf2maps.net/showthread.php?t=2845
* Map is for testing: Yes

This is going to be my first gameday, testing my first map. Is there anything I should know in advance?

taotd
07-31-2008, 06:16 PM
Yeah, I just wanted to make sure it would be played this time instead of the admins finding that it wasn't on the map list come last Gameday

Unless I'm just dense and can't take a hint.

Dox
07-31-2008, 06:46 PM
last game day had some technical issues, hopefully this time we can get everything together in time, and with the map pack idea Dr. Pepper suggested we shouldnt have as much of a redirect problem.

ChronoTriggerFan
07-31-2008, 09:37 PM
And we can download all the maps in one swoop. A double whammy!

FaTony
07-31-2008, 10:46 PM
tc_street
http://forums.tf2maps.net/downloads.php?do=file&id=507
yes

Laz
08-01-2008, 03:40 AM
yeah yeah :) the new paths are added, gonna try and do as much detailing as I can and upload tonight.

MrMuffinMan
08-01-2008, 05:42 AM
What, August 1 is today?

I didn't think there was that little time, so I guess I'm not gonna make it this time either. XD

cornontheCoD
08-01-2008, 12:26 PM
* * cp_backfire_round3_a1
* * http://forums.tf2maps.net/downloads.php?do=file&id=508
* * Map is for testing: Yes

If possible, could this map be played right after MrAlbobo's? we are working on the map together, these are just separate rounds. Would be nice if they could be played together.

keep in mind mine is round 3, so it should be a little harder for blu to win this round!

MangyCarface
08-01-2008, 04:06 PM
Hrm, it's getting late, but realistically you should test the rounds as one map. Please try to combine.

cornontheCoD
08-01-2008, 04:16 PM
Hrm, it's getting late, but realistically you should test the rounds as one map. Please try to combine.

sorry, but we're testing the rounds seperately. we have not combined yet, as we havent seen an update in a little while from the guy doing round 2:blushing:. its okay, you dont have to play them right after each other.

MrMuffinMan
08-01-2008, 04:36 PM
Wow, I actually have a chance to get my map uploaded for Gameday anyway, if I can get rid of ONE little bug in the few hours that are left

Unless I'm wrong, 9 pm EST would be in... 5 1/2 hours from the time of this post. Right?

MrAlBobo
08-01-2008, 06:58 PM
oh, ive recently put out a newer alpha, and id prefer if that one was tested
its already on the server as cp_backfire_round1_a3
if its too late, then go ahead and use the one I submitted earlier
and for those that absolutely need a download link... http://mralbobo.myhosting247.com/mralbobo/cp_backfire_round1_a3.rar
though its rather small and it would be easy to just download from the server

MangyCarface
08-01-2008, 06:58 PM
Eh, 4 1/2

MrMuffinMan
08-01-2008, 07:29 PM
Well, I've been working on my map for hours (it is now 1:30 am here), and even though I haven't completely finished a1, I decided I'd try to get it on Gameday.

EDIT 2: Aaand after all that work, I noticed all problems like what I just told about, must be fixed. Just forget it then.

Spacemonkeynz
08-01-2008, 08:18 PM
pl_cave_b6
Download: http://forums.tf2maps.net/downloads.php?do=file&id=511
Map is for testing: Yes

It's a 3 round payload map.

Most of the changes since the last version (b4) have been made in the last round (round 3).

So it might be a good idea for Red to let Blu win at the end of round 1 and round 2, so that the map will progress on to the next stage and all 3 rounds getting to be tested, as opposed to the map starting again with round 1.

Shmitz
08-01-2008, 10:41 PM
Well it's a tad late, but tc_meridian_a4b for testing
Download Map (http://www.horizonscape.com/shmitz/maps/tf2/tc_meridian_a4b.rar)

This is ONLY for this gameday, to make sure the CP system isn't horribly broken (I already know that defense rounds fail to disable attacker CPs, and signage still says "intelligence"). Obviously anyone who wants is still free to download this version, but server admins should be advised a beta should be following early next week.

MangyCarface
08-01-2008, 11:09 PM
Okay, pretty much solidified the roster. 10 maps is a fair deal and with 30 minutes each I can't expect anyone to play 5 hours. We will be shortening the length of each map to 20 minutes (10 for the single-round maps). Hopefully this won't cause any problems.

Youme
08-01-2008, 11:11 PM
how the hell do you expect to test a map in 20 minutes!??!

Shmitz
08-01-2008, 11:41 PM
I have to agree with Youme. If the number of maps submitted for gamedays is an issue, I would rather see a max number of maps than to start cutting the testing time by a third.

Also, by using 30 minute segments, it makes a schedule easy to formulate, and people will know about when certain maps are going to be played. Even if the gameday shifts a little early or a little behind schedule, there's enough leeway in half an hour that nobody is likely to miss an entire map.

drpepper
08-02-2008, 12:12 AM
how the hell do you expect to test a map in 20 minutes!??!
its doable.

Youme
08-02-2008, 12:21 AM
2 minutes taken up downloading, the following 2 minutes by everyone joining and the slow ones getting in, thats down to 16 minutes, next 4-6 minutes no one knows whats going on, now we're at 10 minutes for actual gameplay, thats an optamistic barely anything and I've seen how these gamedays go, 20 minutes is an insult to anyone wanting a test

cornontheCoD
08-02-2008, 12:53 AM
2 minutes taken up downloading, the following 2 minutes by everyone joining and the slow ones getting in, thats down to 16 minutes, next 4-6 minutes no one knows whats going on, now we're at 10 minutes for actual gameplay, thats an optamistic barely anything and I've seen how these gamedays go, 20 minutes is an insult to anyone wanting a test

surprisingly, I agree.

do many people usually play through the whole gameday anyways? I know I never do. although Im not an avid map tester, so I wouldnt know:D


breadheadfred, keep up the work for next gameday. I cant wait to try out your map!:thumbup:

MangyCarface
08-02-2008, 02:53 AM
Looks like the crowd has spoken; 30 minutes for every map it is. I can't guarantee a full crowd for every map though, as attention spans are not within my control :P.

Dox
08-02-2008, 12:43 PM
ill try to be there the entire time, I haven't marathoned TF2 in a while and my door is locked and none of my friends have heard from me in a while so no one knows I'm alive right now, much less be able to bother me :)

taotd
08-02-2008, 05:13 PM
lol nvm

as you were

cornontheCoD
08-02-2008, 06:20 PM
are the same maps played on both gamedays? if so, I would appreciate it if you didnt play my map on sunday (cp_backfire_round3_a1). as you all know, that chokepoint was horrible, and I dont think it will help playing it again until I fix the chokepoint. I won't be able to get a new version in, either, because for some reason my map takes forever to compile, so I need to fix that. as in, 5 hours to compile. yeah.:cursing:

thanks

taotd
08-02-2008, 07:10 PM
From what I heard, there were issues with the spawn doors on my map (cp_cagematch_b2), though I didn't encounter anything wierd with them (mind you I was playing RED the whole time) If it's really that game-breaking, don't feel like you have to play it tomorrow

Plus, I think I should extend the cap time. By a lot.

NumbersAndNoise
08-03-2008, 02:39 PM
Please take mine, cp_cliffside, out of today's rotation too. I'm working on scaling it down to .75, but until that's done, I think it's just not ready to be played. Thanks for all the feedback yesterday, though.

Zipok
08-03-2008, 03:38 PM
Does this mean more playtest time for mtdepot? :D

MangyCarface
08-03-2008, 03:54 PM
Updated for Sunday rotation. PM me for specific feedback if you wish, I was on for every map.

cornontheCoD
08-03-2008, 03:56 PM
can I make 2 suggestions for gameday? these are just to think about, they don't need to be implemented immediately.

1. no gimmick maps? or maybe all gimmick maps at the end/beginning of the day?

2. if an exploit is found, please, can we just have an "honor rule" so that people don't keep exploiting it and cheating?

I say number 2 because my map was played, and in an effort to get it ready for gameday, I did the playerclips real quick. I will change them and make them better, but if it's not near-final, WHY are people worrying about playerclips? I want to know any gameplay, balance, and glitch issues. I realize I need fairly good playerclips, but my map was an alpha 1 and people were TRYING to get out of the map with sticky bombs and rocket jumps. why can't we just play the way we're supposed to and worry about playerclips when its a beta or something?

Shmitz
08-03-2008, 04:23 PM
I say number 2 because my map was played, and in an effort to get it ready for gameday, I did the playerclips real quick. I will change them and make them better, but if it's not near-final, WHY are people worrying about playerclips? I want to know any gameplay, balance, and glitch issues. I realize I need fairly good playerclips, but my map was an alpha 1 and people were TRYING to get out of the map with sticky bombs and rocket jumps. why can't we just play the way we're supposed to and worry about playerclips when its a beta or something?

I think in that instance, people were trying to get out of the map because that chokepoint was preventing any progress, so they were looking for alternate ways to assault the point. I think people are generally good at not exploiting bugs unless the map forces them to.

cornontheCoD
08-03-2008, 07:34 PM
alright then, sounds good

NumbersAndNoise
08-04-2008, 05:22 AM
1. no gimmick maps? or maybe all gimmick maps at the end/beginning of the day?

This seems a little ambiguous, and I could easily see that kind of a rule being exploited, but I think that if we see a map like that then we should certainly open up the possibility of reduced time, it's not like it takes half an hour to figure out melee_ringking or whatnot.

Zipok
08-06-2008, 03:55 PM
Yeah, the playtest time is a good changeable factor during the gamedays. If a map looks like it has no real need of playtesting, or it just is plain horrible / unfinished, or the amount of playtesting needed is smaller than in the others, just reduce the playtest time a bit.

MangyCarface
08-06-2008, 04:10 PM
Precisely. I think the way we did it worked very well, with sort of a poll among players

FaTony
08-16-2008, 03:54 PM
Where are demos?

FaTony
08-17-2008, 05:16 PM
bump

FaTony
08-27-2008, 10:11 PM
Bumpity Bump Bump!

MangyCarface
08-27-2008, 10:20 PM
Demos are unplayable after updates. Stop bumping this old thread