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Old 11-15-2007, 02:27 AM   #1
TheBladeRoden
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Cool [BETA]Dom_Complex [updated 2/10/08]


Go to http://tf2maps.net/downloads.php?do=file&id=24 for download and lastest update info!

--

Alright, I'm finally able to make a thread on here. This map is a port of my unfinished HL2DM map which is in turn a port of a Perfect Dark map which is in turn a port of a Goldeneye map.

It's kind of half CP and half Battlefield type gameplay. Er, I'll refer you to the readme.

Objective:
Capture Control Points to gain more spawn locations for your team and in turn rid the enemy of theirs. First team to control all 7 Control Points wins!

Secondary Objective:
Holding Control Points over time adds to the Domination Score of your team. First team to 100% Domination wins!

Well, since is a beta, let's post the issues.

Issues I know about:
-Yeah, textures and lighting and all sorts of decorations are not done yet.
-No health or ammo items.
-Cubemaps may or may not be functioning.
-Optimization. yup, no hint brushes yet.

Issues that need testing:
-Size matters: Even after scaling from its HL2DM form by 140% it's still only the size of half of 2fort. That and a lot of the rooms are connected by narrow hallways, so it could become cramped, so testing on these factors will be needed.

-Time matters: Until I can start testing this, it's tough to tell if the timing of the CP captures and the round length will need tweaking. CP's bring in 0.5 points every 5 seconds. So a team holding 4 points the entire match will get to 100% domination in 4:10 minutes. It may need slowing down.

-Mobility matters: I was trying to balance the right height for the railings in this map, since in the console games you'd always have to walk around them, but in TF2 people don't take kindly to those hinderances. So I made them jumpoverable here, we'll have to see what that does to the gameplay. Also, I've been putting up noclips everywhere to prevent escaping soldiers and demomen, so I'll need people to test that.

So yeah, here's some screens anyway.




This one has the CP layout as you can see.

Download Link is:
http://tf2maps.net/downloads.php?do=file&id=24

You can also find it in rotation on my server at:
75.134.31.20:27015
 
Last edited by TheBladeRoden; 02-10-2008 at 08:46 PM.
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Old 11-15-2007, 09:39 AM   #2
spaceweasels
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I did a quick tryout. Interesting map. I like the score system you setup, and the gauges you have at the two base CPs.

During my quick test, I noticed that if one team owns no CPs, the players spawn in a room without any exits. Do you have spawn points near all the CPs, so when your primary CP is taken you can spawn at another CP? If your team captures a CP, while you are in the jail room, how do you leave (suicide)?

Some parts of the map could use being a bit bigger, but it is a good start. Good luck with it.
 
Old 11-15-2007, 12:00 PM   #3
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Glad to see you finally got the seperate score system worked out I look forward to playing this.

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Old 11-15-2007, 04:34 PM   #4
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Quote:
Originally Posted by spaceweasels View Post
I did a quick tryout. Interesting map. I like the score system you setup, and the gauges you have at the two base CPs.

During my quick test, I noticed that if one team owns no CPs, the players spawn in a room without any exits. Do you have spawn points near all the CPs, so when your primary CP is taken you can spawn at another CP? If your team captures a CP, while you are in the jail room, how do you leave (suicide)?

Some parts of the map could use being a bit bigger, but it is a good start. Good luck with it.

I've been trying to figure out some solutions for what happens if a team loses all their spawns (which are tied to CP's) before the game ends.

1.By default when Blu (for example purposes) runs out of of active spawns, the game will have them spawn at ones owned by red. I guess this would motivate Red to take all the neutrals before going after Blue's last point, lest they get a flood of Blu behind their front lines, but it could be an annoyance.

2.Once Blu runs out of spawns, you'd best cap another one before you die, or else wait until someone else on your team fares better. Though then, suicide is the only way back out of jail. I think if it's possible, I can use a combination of proxy triggers and team filters to detect when no Blu players are left alive in the main arena, and then end the game swiftly, rather than wait until Red effortly caps the last point, or instead decides to be griefy and fart around until time runs out.

3.Make it so a team never loses their starting spawns. It's an easy solution, but I'm not particularly fond of it since it makes the map less freeform and fluid than what I was going for.
 
Old 11-15-2007, 05:42 PM   #5
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Quote:
Originally Posted by TheBladeRoden View Post
I've been trying to figure out some solutions for what happens if a team loses all their spawns (which are tied to CP's) before the game ends.

1.By default when Blu (for example purposes) runs out of of active spawns, the game will have them spawn at ones owned by red. I guess this would motivate Red to take all the neutrals before going after Blue's last point, lest they get a flood of Blu behind their front lines, but it could be an annoyance.

2.Once Blu runs out of spawns, you'd best cap another one before you die, or else wait until someone else on your team fares better. Though then, suicide is the only way back out of jail. I think if it's possible, I can use a combination of proxy triggers and team filters to detect when no Blu players are left alive in the main arena, and then end the game swiftly, rather than wait until Red effortly caps the last point, or instead decides to be griefy and fart around until time runs out.

3.Make it so a team never loses their starting spawns. It's an easy solution, but I'm not particularly fond of it since it makes the map less freeform and fluid than what I was going for.
I do like the jail idea. One thing you could do is add a trigger_teleport for every CP in the jail room. Since you have 5 neutral, you'd need to create 10 trigger_teleports (since each will have a team filter). They each get enabled if you own the CP and get disabled if you don't own the CP.

So, if your team doesn't own any CPs, your stuck in jail until someone captures a CP.
 
Old 11-15-2007, 06:57 PM   #6
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Another solution would be just be to have one definate spawn point for each team (maybe far away from any CPs)
 
Old 11-16-2007, 03:25 PM   #7
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ok, i havent tried this yet but i'll look around it a little later. my favorite goldeneye map ever!!! i loved this map back in those days

sounds like 4 minutes is a little to fast, the team should have enough time for 3-5 attempts at a cp before they have no hopes of winning. but again, timing on this map will come with some good playtesting.

about the railings, maybe you should make it so the only way to get over them is to double jump, sticky jump, or rocket jump? just a thought
 
Old 11-16-2007, 08:08 PM   #8
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startin on the decorations!

 
Last edited by TheBladeRoden; 11-16-2007 at 08:11 PM.
Old 11-17-2007, 01:21 AM   #9
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Alright, I updated it for a little more complete gameplay.

The game should now end when a team runs out of spawn and has no players left in the main arena.

still the same version number tho

http://students.uww.edu/RodenJA10/ma...complex_b1.zip
 
Old 11-17-2007, 06:34 PM   #10
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add it to the server!!!

o speakin of the server why did it change names????
 
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