Notices

bunkerdash  Release Tools Comment
Screenshots


 
bunkerdash 



Map Version: Beta 
Released: 03-19-2010 
Last Update: 02-22-2011 
Karnage
L3: Junior Member

 
Karnage's Avatar
Thumbs up bunkerdash

Round 1
Blu team pushes the cart to the end of the round. The track snakes around old tool sheds and warehouses to Red Base Perimeter (a massive fence and canyon sealing off the Red Base from the rest of the world.) Two capture points: A and B. Layout is kind of a backwards "S" shape.

Round 2
The cart has crossed the perimeter, now the blu team must push the cart across the canyon bridge and into the Red Base. Here, the red team manufactures secret weapons under the shelter of huge mountain bunkers. Blu team must take them out before they are used!


Known Issues - let me know if you find any!
  • 3D skybox is not seamless and is unfinished in some areas
  • some sort of areaportal issue on closed door that opens after point A capture in round 1
  • Ambient computer sounds seem too loud
  • Rocket pauses mid-air after launching for a few seconds (end of round seems to pause func_movelinear)
  • Rocket launch not visible from outside the base, need skybox rocket model

Thanks
  • //AP (the people I talk to most about my map)
  • A Boojum Snark
  • StickZer0
  • alecom
  • Mr Late
  • The Political Gamer
  • All the playtesters


Changelog

Beta 2
-Removed many point_spotlights to avoid edict_limit
--Round 2
-Changed metal farm signs to spytech overlays
-Other aesthetic improvements
--Round 1
-Added detail to the out-of-play area in blu spawn

Beta 1
-Added 3D skybox
-Added displacements
-Changed skybox to sky_badlands_01 from sky_trainyard_01
-Added fog
--Round 2
-Added cart explosion/rocket launch
-Added steam effects to red spawn
-More detail in blu spawn and other areas
-Added some ambient sounds
-Modified secondary route to B (walkway retracts on point A capture)
--Round 1
-Added more detail to less detailed areas (quite a lot more actually)
-Changed ramp to B, looks cooler now



Old 03-19-2010, 09:45 PM   #1
Cynick
L3: Junior Member
 
Cynick's Avatar
 
Cynick is offline
Posts: 151
Thanks given: 50
Thanks received: 136

Default


Looks great, detail wise. Can't wait to see a download!

Oh yea, one thing. IMHO, the cap signs in the spawn room look kind of out of place. Maybe you could use spytech overlays instead?

__________________
GUI Soundscape Editor | Artpass_Cynick
 
Reply With Quote

Old 03-19-2010, 09:46 PM   #2
Karnage
L3: Junior Member
 
Karnage's Avatar
 
Karnage is offline
Posts: 112
Thanks given: 184
Thanks received: 49

Default


Quote:
Originally Posted by Cynick View Post
Looks great, detail wise. Can't wait to see a download!

Oh yea, one thing. IMHO, the cap signs in the spawn room look kind of out of place. Maybe you could use spytech overlays instead?
Thanks
You're right about the cap signs, but it's still early days. Duly noted anyway

__________________
pl_bunkerdash | pl_doppleganger | Twitter | Blog
 
Reply With Quote

Old 03-20-2010, 12:34 AM   #3
honorum646
L4: Senior Member
 
honorum646's Avatar
 
honorum646 is offline
Posts: 334
Thanks given: 235
Thanks received: 66

Default


SCREENSHOTS!


__________________
KotH_Monolith CP_Satellite
 
Reply With Quote
The Following User Says Thank You to honorum646 For This Useful Post:

Old 03-20-2010, 07:14 AM   #4
The Political Gamer
Veteran Member
 
The Political Gamer's Avatar
 
The Political Gamer is offline
Posts: 4,288
Thanks given: 2,862
Thanks received: 1,648

Default


The ground textures look super ugly and it looks like you usedHL2 textures. and thats a big no no in TF2. Next time you are in the texture browser type tf into the keywords box.

__________________

 
Reply With Quote

Old 03-20-2010, 07:18 AM   #5
Karnage
L3: Junior Member
 
Karnage's Avatar
 
Karnage is offline
Posts: 112
Thanks given: 184
Thanks received: 49

Default


Quote:
Originally Posted by The Political Gamer View Post
The ground textures look super ugly and it looks like you usedHL2 textures. and thats a big no no in TF2. Next time you are in the texture browser type tf into the keywords box.
I'm trying not to go OTT with detail so those things aren't too much of a concern right now, but thanks for pointing it out. Right now I want to get the other rounds into a playable state, then I want them tested thoroughly for balance issues and exploits - that's what I need advice on most

__________________
pl_bunkerdash | pl_doppleganger | Twitter | Blog
 
Reply With Quote

Old 04-23-2010, 01:44 PM   #6
alecom
L13: Layout Changer
 
alecom's Avatar
 
alecom is offline
Posts: 517
Thanks given: 100
Thanks received: 120

Default


Turn that ground in to a displacement and use the "paint alpha" tool. You will want to invert it first though, and then go crazy painting the rocky bit on

Fix quickly and you miiiiiiight get a chance for a sunday test if nobody else submits!

Also, those doors were annoying - and I don't know what you used for the visualizers, but they were probably what allowed the stickys to stay in the air. Any doors that will not be opening you should make clear, and some of them were supposed to open but were really hard to.

__________________
Current map: cp_consignment
a multistage A/D
 
Reply With Quote
The Following User Says Thank You to alecom For This Useful Post:

Old 05-27-2010, 10:51 AM   #7
Karnage
L3: Junior Member
 
Karnage's Avatar
 
Karnage is offline
Posts: 112
Thanks given: 184
Thanks received: 49

Default


bump for alpha4 release
screenshots
http://s895.photobucket.com/albums/a...bunkerdash_a4/

__________________
pl_bunkerdash | pl_doppleganger | Twitter | Blog
 
Reply With Quote

Old 05-27-2010, 12:05 PM   #8
StickZer0
Do the fisty
 
StickZer0's Avatar
 
StickZer0 is offline
Posts: 621
Thanks given: 1,578
Thanks received: 550

Default


I downloaded and ran around the map.

I really loved all the thought you've put into the map, with all the little detail areas and the doors that led into buildings, and even the metal door that (more or less) lined up with another metal door in the next stage!

At no point did the map feel too open for snipers, which is a good sign, but it did feel spammy at times.

Both stages were fairly confusing especially for red on stage 1 or blue on stage 2.

http://dl.dropbox.com/u/1471205/maps...ash_a40002.jpg
Tiny itty bitty baby spawn corridor size

http://dl.dropbox.com/u/1471205/maps...ash_a40003.jpg
It would probably be better if these doors automatically opened, and stayed opened, onSetup, rather than just unlocked.

http://dl.dropbox.com/u/1471205/maps...ash_a40004.jpg
This door is going into blue spawn, and is facing the wrong way

http://dl.dropbox.com/u/1471205/maps...ash_a40005.jpg
Replace this prop with some brushes so you can fill in that little hole

http://dl.dropbox.com/u/1471205/maps...ash_a40006.jpg
Select the top face of the roof in face edit mode, and then alt+right click this surface. That should realign the texture properly.

http://dl.dropbox.com/u/1471205/maps...ash_a40007.jpg
A recurring problem I saw was that these tracks split off in other directions. I would highly reccomend NOT doing this unless you place one of those "end of track" sign things very close to where it splits so it is obvious that the cart does not follow that direction.

http://dl.dropbox.com/u/1471205/maps...ash_a40008.jpg
These windows seem very thick

http://dl.dropbox.com/u/1471205/maps...ash_a40009.jpg
Random hole made me lol

http://dl.dropbox.com/u/1471205/maps...ash_a40010.jpg
This is a really useful doorway, so open up this corridor more, and put more focus on the door. Also make it more obvious when it is locked or unlocked - or even just open it instead of just unlocking!

http://dl.dropbox.com/u/1471205/maps...ash_a40011.jpg
One way door was annoying. Also why do blue have easier access to height advantage in this area? It seems like red has only a small area to defend from while blue can raindown bombs+rockets from above

http://dl.dropbox.com/u/1471205/maps...ash_a40012.jpg
Another random hole

http://dl.dropbox.com/u/1471205/maps...ash_a40013.jpg
This needs playerclipping

http://dl.dropbox.com/u/1471205/maps...ash_a40014.jpg
Seems like a very steep climb for blue

http://dl.dropbox.com/u/1471205/maps...ash_a40015.jpg
This rail should go, it's just obstructive

http://dl.dropbox.com/u/1471205/maps...ash_a40016.jpg
This sign blocking that spawn door seems quite ridiculous when red could really do with a flanking option.

http://dl.dropbox.com/u/1471205/maps...ash_a40017.jpg
Seems prone to spam from red while blue are pushing upwards. Might be a good thing though, means blue have to work harder.

http://dl.dropbox.com/u/1471205/maps...ash_a40018.jpg
Cart turns around...

http://dl.dropbox.com/u/1471205/maps...ash_a40019.jpg
... then spazzes out.

http://dl.dropbox.com/u/1471205/maps...ash_a40020.jpg
It's not nice not being able to see out of spawn during set up. At least turn these into the gate props!

http://dl.dropbox.com/u/1471205/maps...ash_a40021.jpg
HL2 texture?

http://dl.dropbox.com/u/1471205/maps...ash_a40022.jpg
Once again, blue has an option to get above and behind red's defence very easily and kill them from both directions. Not good. There's very little risk for the reward you get.

http://dl.dropbox.com/u/1471205/maps...ash_a40023.jpg
Not the most ambitious of capture points.

http://dl.dropbox.com/u/1471205/maps...ash_a40024.jpg
This is a horrible spawn exit, very easily spammed and hard to tell where you are.

http://dl.dropbox.com/u/1471205/maps...ash_a40025.jpg
Again, make it very obvious which track the payload is following!

http://dl.dropbox.com/u/1471205/maps...ash_a40026.jpg
I didn't understand the points of these rooms, they just seems to be there for the sake of existing.

http://dl.dropbox.com/u/1471205/maps...ash_a40027.jpg
Big crazy hole needs covering up :3


Overall i'm fairly impressed with the map, it really made me smile in some places. Major things to think about are:
  • Spawn gates should be opened, not just unlocked
  • Doors that unlock as the cart progresses should be more obvious that they've opened
  • Blue should not be able to reach height and cover more easily than red, especially when that height then allows blue to flank easily
  • It should always be very obvious where the payload is going - ambiguous tracks that go in other directions confuse players!

__________________

..................PL_Brook..................|..................CTF_Mexico...............|.................KOTH_Canada.............
 
Last edited by StickZer0; 09-12-2010 at 02:45 PM.
Reply With Quote
The Following 2 Users Say Thank You to StickZer0 For This Useful Post:

Old 05-27-2010, 12:21 PM   #9
Karnage
L3: Junior Member
 
Karnage's Avatar
 
Karnage is offline
Posts: 112
Thanks given: 184
Thanks received: 49

Default


Thank you very much StickZer0! This is just what I needed Unfortunately I won't be working on this for about a month due to exams, but as soon as they're over I'll get these things sorted! Great advice

__________________
pl_bunkerdash | pl_doppleganger | Twitter | Blog
 
Reply With Quote
The Following User Says Thank You to Karnage For This Useful Post:
Comment  

Previous Release Next Release
Release Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 06:42 PM.