PDA

View Full Version : Tyrol Mountain


a2h
03-17-2009, 04:50 AM
Almost 1 year of tyrol
26 Aug 08 - 26 Aug 09

http://i30.tinypic.com/28rl40m.png
pl_tyrolmountain is an alpine themed payload map. And I made it. I make great descriptions don't I?


http://i32.tinypic.com/2cs8eae.png

This back story accompanies my thoughts for release a17.

Stage 1
Note that this stage is incomplete, detail-wise.
There's masses of trees. It's a logging operation. But hang on. Why has the inspection test failed? Why is there blood under the mop? Wait, why is the place with the saw so ridiculously small in the first place?

Stage 2
Note that this stage is incomplete overall.
Oh hey, a uranium mine.

Stage 3
Note that this stage has not been started. Expect changes to my ideas.
Welcome to REDUCATION Tyrol Mountain campus! But there's not much to do here, get out into the sunshine and have a look at all those buildings! Anyway, let's get to the end of the place... look at all those red payloads! In... a building linked to... REDUCATION? What's going on?


http://i29.tinypic.com/2j15ukk.png

Stage 1
Basic layout
Done, no major changes expected.
Gameplay tweaking
Need to reduce sniper coverage. Second cap is not as friendly in servers with faster spawn times even when compared to stock maps. Side tunnel is effective when used properly but usually deserted.
Detailing
For what I'm trying to achieve, a large majority done. I probably in hindsight shouldn't be focusing on this in a map that's still in alpha, but this is still my first major project and I'm still attempting to sharpen my skills.

Stage 2
Basic layout
I've scrapped the deadly water -> REDUCATION idea, in part due to the link between s1/s2 being ridiculous (a long fall). You'll now go under stage one into a uranium mine. Layout only complete up to cap 1. This layout will hopefully be the permanent layout for this stage.
Gameplay tweaking
No testing has been performed with the new stage 2 yet.
Detailing
Focus on detailing is low. Huge decals have been placed around to ensure people without a brain can realise why the area is bland (non-mappers obviously expect something better, but after seeing an idiot in a GD continually whinging about how bland the map is I figured I needed some notices). Though my current target for the style in start -> cap 1 will be the uranium mine, and cap1 -> cap2 will probably be outside or something to follow onto my stage 3 ideas...

Stage 3
Basic layout
I'm still dreaming.
Gameplay tweaking
Playtesting in your dreams isn't very helpful.
Detailing
I'm thinking an industrial area. REDUCATION at the start. The end is located in the same building as REDUCATION. This is what I was doing in earlier versions in stage two, but a bit different. Will have outdoors areas with buildings and probably people working (hammer, saw sounds)


http://i30.tinypic.com/aorrds.png

Feedback feedback feedback. Need need need. There's only a few non-mappers pushing me on and "OMG UR MAP SUX UR GAY" people etc pulling me downwards. I currently care mostly about balancing.

a2h
03-20-2009, 08:33 PM
http://forums.tf2maps.net/downloads.php?do=file&id=1147

a9 released; changes are clipping fixes and tunnel being changed from teleport to a proper one.

captainAngry
04-01-2009, 02:39 PM
We had an earlier version on our server and it seemed to be well received. We have a9 on the server now but we havn't had a chance to play test it yet.

http://gaming.calculatedchaos.com/ratings/banner.php?map=pl_tyrolmountain_a7r1&color=blue (http://gaming.calculatedchaos.com/ratings/#pl_tyrolmountain_a7r1)

a2h
06-07-2009, 03:19 AM
I've released a12test3.

Not_Yet
06-07-2009, 05:25 AM
looks good, are you doing any tests with this?

a2h
06-07-2009, 07:10 AM
It's a map I get tested on a fastspawn server so it's not accurate. If I can find a nice server admin in Australia who runs a standard server I'd love to get it tested but...

Not_Yet
06-07-2009, 07:12 AM
maybe you could enter it for a gameday?

Cameron:D
06-07-2009, 07:40 AM
It's a map I get tested on a fastspawn server so it's not accurate. If I can find a nice server admin in Australia who runs a standard server I'd love to get it tested but...
Add me on Steam, I know someone who may be able to help you.

captainAngry
06-10-2009, 04:33 PM
I'll update the version on my server and test it next week for ya. I'll try and get as much feedback as I can.

a2h
06-13-2009, 07:59 PM
OK, so conclusions from watching the gameday demo of a12test5 are:

* According to supertoaster, the map transitions from flatgrass to dustbowl
* People think the map is weird in stage two
* A few even hate it
* I have officially (and unintentionally) invented the spy train
* The spy train is hilarious

* Stage two: blu uses the lower exit even though a new exit for the spawn was given
* Stage two: Respawn times are too long for blu (I was unaware due to this map primarily being played on a fastspawn serv)
* Final cap is too big. I'm not sure how this can be resolved; if you have detailed feedback on how this can be helped it'd be great
* Stage two: need addition paths (where?)

Swamp-Bog Mcgee
06-13-2009, 08:34 PM
I feel that Red's spawn in stage two could be camp-able with that over hanging ledge. A good enemy sentry there will be in most players blind spots coming out the spawn.

Also, the same spawn had no resupply cabinet.

Red's spawn in stage one has those annoying barrels that you have to navigate around constantly. Please consider removing them.

a2h
06-13-2009, 09:03 PM
I do not plan on making changes to the final cap until the unbalance currently favouring red is fixed.

I will remove the barrels.

Also, does anyone have feedback regarding stage one apart from the barrels? I really want to finalise it and move on to working on stage two.

Pianodan
06-13-2009, 11:51 PM
Blue's initial spawn in stage 1 is really easy to lock up. There needs to be another exit NOT directly adjecent to the existing ones, a la Goldrush, Badwater, Hoodo, etc etc etc...

a2h
06-14-2009, 03:50 AM
Blue's initial spawn in stage 1 is really easy to lock up. There needs to be another exit NOT directly adjecent to the existing ones, a la Goldrush, Badwater, Hoodo, etc etc etc...
Really? I was watching the demo and blue seemed to have no trouble to get out at all, albeit with a somewhat small delay negated by a capture soon after.

Pianodan
06-14-2009, 08:33 AM
Really? I was watching the demo and blue seemed to have no trouble to get out at all, albeit with a somewhat small delay negated by a capture soon after.

Maybe it's just me, or maybe the teams were stacked, but my recollection is that we took a long time to get out on offense, and successfully prevented even the first point being capped on defense.

Hanz
06-14-2009, 09:45 AM
No, Pianodan is right, it was too hard and it took too long for blu to get out there spawn and till they could attack the red's. Maybe you have to add another side gate, or add more cover for blu at the beginning.

Next to that, the map had way too good sniper lines and it was just too big (The Heavy had too long traveltimes).

It was also a quite fun map, but the main issue is that it's just too big.. ;)

captainAngry
06-17-2009, 11:22 AM
Didn't get a chance to play myself but I did record a demo last night.

http://gaming.calculatedchaos.com/demo/getTheDemo.png (http://gaming.calculatedchaos.com/demo/auto-20090616-1831-pl_tyrolmountain_a12test3.zip)http://gaming.calculatedchaos.com/images/viewTheThread.png (http://gaming.calculatedchaos.com/phpBB3/viewtopic.php?f=16&t=501)
http://gaming.calculatedchaos.com/ratings/banner.php?map=pl_tyrolmountain_a12test3&color=blue (http://gaming.calculatedchaos.com/ratings/#pl_tyrolmountain_a12test3)

captainAngry
06-23-2009, 09:00 AM
I played this last night. It seems to play alright. My one big complaint is that you should never have to lose health coming out of spawn. When you drop down the tunnel, you could make it so you land in a small puddle and it would fix the problem.

http://gaming.calculatedchaos.com/demo/getTheDemo.png (http://gaming.calculatedchaos.com/demo/auto-20090622-2137-pl_tyrolmountain_a12test3.zip)http://gaming.calculatedchaos.com/images/viewTheThread.png (http://gaming.calculatedchaos.com/phpBB3/viewtopic.php?f=16&t=501)
http://gaming.calculatedchaos.com/ratings/banner.php?map=pl_tyrolmountain_a12test3&color=blue (http://gaming.calculatedchaos.com/ratings/#pl_tyrolmountain_a12test3)

a2h
06-24-2009, 01:39 AM
Eh, I forgot to put test5 up here.

It doesn't have the "teleporter in the shed" thing anymore, which was just a temporary thing until I could bother to dig a hole out of the roof.

But I'm going to be wanting a future version tested.

I'm not working on it right now though. I'm switching regularly between my different projects :P

Ten19
06-27-2009, 07:41 PM
Gameday testing notes:

Suggestions:

* More overall lighting. I know it's supposed to be rainy and dreary, but there are some areas where it could use a boost, especially in the tunnely-areas. Areas include:
- on track between 2nd and 3rd point, first stage
- BLU spawn, second stage
- last point, second stage (but I suspect it's not complete, geometry wise, yet)

* Stage 1: RED Spawn: Definitely should have more than one small exit, and some signage to the drop to the floor below. Also, BLU probably shouldn't have a ramp that lands them right in front of RED's door, especially w/just the one exit.

* Stage 1, Last Point: There's some grass sticking out of the "hole"

* Stage 2, First Point: Missing texture behind the desk just after first point

* Stage 2, Last Point: No regen cabinets for far RED spawn

* Stage 2, First/Second point: the forward RED spawn's exit is too narrow for anyone to pass through (the one with the elevator door). Are you calling me fat?

EDIT: I was just doing a quick run through solo and I noticed that pushing the bomb to the last point on the second stage just caused it to fall into the hole, and nothing happened. The HUD still shows the cart just before the last point but not moving. There was an explosion during gameday testing, but might want to double-check the triggers.

Cool things:

* Style for the most part is well done, definitely captures the rainy day alpine feel
* Bomb train and radioactive pools are cool

Overall, definitely a good work in progress, keep it up!

a2h
06-30-2009, 02:34 AM
Gameday testing notes:

Suggestions:

* More overall lighting. I know it's supposed to be rainy and dreary, but there are some areas where it could use a boost, especially in the tunnely-areas. Areas include:
- on track between 2nd and 3rd point, first stage
- BLU spawn, second stage
- last point, second stage (but I suspect it's not complete, geometry wise, yet)
- 2nd and 3rd on the first stage?
- Alright.
- Yep, nowhere near complete

* Stage 1: RED Spawn: Definitely should have more than one small exit, and some signage to the drop to the floor below. Also, BLU probably shouldn't have a ramp that lands them right in front of RED's door, especially w/just the one exit.
Until the issue of the spawn becomes greater, I have no plans on changing it.

* Stage 1, Last Point: There's some grass sticking out of the "hole"
Fixed in a12test7

* Stage 2, First Point: Missing texture behind the desk just after first point
I can't be bothered pakratting it in

* Stage 2, Last Point: No regen cabinets for far RED spawn
Bleh, forgot

* Stage 2, First/Second point: the forward RED spawn's exit is too narrow for anyone to pass through (the one with the elevator door). Are you calling me fat?
I accidentally put the wrong spawn in the func_respawnroomvisualizer ent

EDIT: I was just doing a quick run through solo and I noticed that pushing the bomb to the last point on the second stage just caused it to fall into the hole, and nothing happened. The HUD still shows the cart just before the last point but not moving. There was an explosion during gameday testing, but might want to double-check the triggers.
Works fine for me.

Cool things:

* Style for the most part is well done, definitely captures the rainy day alpine feel
* Bomb train and radioactive pools are cool
:D

--------------------------------------------





For others, I'd love feedback regarding how I could improve the chokepoint-ish area between s1c1 and s1c2 (especially the tunnel)...




--------------------------------------------

a2h
07-15-2009, 01:35 AM
It's been far too long since a proper release... a15 released!

http://forums.tf2maps.net/downloads.php?do=file&id=1930

Trotim
07-20-2009, 08:18 AM
So we played this yesterday on the Euro GD but I'm not sure if it's a newer version? What exactly was changed?

Either way, most players didn't like it. It felt like orange_x (was way too open/big) and didn't have any apparent usable Sentry spots.
It rained inside buildings too, so you might want to use this (http://forums.tf2maps.net/showthread.php?t=8107).

Cinnamon Whirl
07-21-2009, 12:52 PM
^ what he said.

No ammo at all near the last point = no SGs

Lots of giant open enviros. Boring and snipe-y

Giant bridge to nowhere, with a hole at the end.

twisty turny tunnels from spawn.

Ladders - that was a nice idea, but it isnt obvious you can use them. If you read the valve blogs on TF2, they put emphasis on not changing certain things - spawn doors are always the same, for example, so on any map, players know what they are, and whats behind them. This allows the player to concentrate on the important things (sprays, spy crabs, etc). So no-one will know to use your ladders! It was blind luck I found that I could climb them!

a2h
07-21-2009, 07:42 PM
Last point is a WIP.

Second stage is bland for obvious reasons, perhaps not too obvious for the "jesus" guy in the GD.

Ladders I will change later. I like putting easy things in first before adding things like stairs.

About the open environments, I'm trying to fill in space.

captainAngry
07-28-2009, 11:13 AM
http://gaming.calculatedchaos.com/demo/getTheDemo.png (http://gaming.calculatedchaos.com/demo/auto-20090727-1829-pl_tyrolmountain_a15.zip) http://gaming.calculatedchaos.com/ratings/banner.php?map=pl_tyrolmountain_a15&color=blue (http://gaming.calculatedchaos.com/ratings/#pl_tyrolmountain_a15)

a2h
08-17-2009, 06:29 AM
Dear everyone who was complaining about ladders in the Sunday GD,

They were placeholders.

I replaced them a few days before the test.

I get the point after I heard that being complained the first time in the demo.

Thank you.

EDIT:
*DEAD* petercrab : I think this map is not pro
Thanks! This isn't a professional job! I don't make maps as a profession!

----

And the big sign in stage two was intended for the idiots who somehow make it into the GD.

----

And to all people who think stage two is small. It is going to have two caps.

The Political Gamer
12-23-2009, 05:02 PM
https://dl.dropbox.com/u/1276735/Pictures/Other2/too%20steep.JPG
https://dl.dropbox.com/u/1276735/Pictures/Other2/wtframp.JPG
https://dl.dropbox.com/u/1276735/Pictures/Other2/newroom.JPG
https://dl.dropbox.com/u/1276735/Pictures/Other2/widen.JPG
https://dl.dropbox.com/u/1276735/Pictures/Other2/exstend.JPG
https://dl.dropbox.com/u/1276735/Pictures/Other2/newpath.JPG
https://dl.dropbox.com/u/1276735/Pictures/Other2/newpath2.JPG
https://dl.dropbox.com/u/1276735/Pictures/Other2/new%20path1.JPG
https://dl.dropbox.com/u/1276735/Pictures/Other2/new%20path2.JPG
https://dl.dropbox.com/u/1276735/Pictures/Other2/final.JPG

a2h
12-23-2009, 10:09 PM
I'm really unsure on what to do with the cliffside building...

keithgarry
12-25-2009, 08:38 PM
I think a color correction entity will work some wonders here...

Bermuda Cake
01-21-2010, 12:31 PM
Cool looking map! It certainly deserves more attention, and it could then well flourish into a beautiful rain drenched
flower of a payload.

Looks quite open at some points, however.