Notices

View Poll Results: What theme should the map be made into?
Swamp it up! 13 16.67%
Thunderstorms, rain, and oil rigs sounds nice.. 65 83.33%
Voters: 78. You may not vote on this poll

Thunderclap  Release Tools Comment
Screenshots


 
Thunderclap 



Map Version: Alpha 
Released: 05-12-2010 
Last Update: 06-07-2010 
absurdistof
Thunderclap is return :o

 
absurdistof's Avatar
Default Thunderclap

Ladies and germs, I present: push_thunderclap!

So, here are some clarifications:
- The 'push' gametype (temp name) is a combination of a CP map and a KoTH map. Holding the hill for the allotted amount of time will win the game or capping a teams final CP will win the game.
- The skybox has been switched. Yes, this is pre-beta, but I wanted to establish some sort of feeling for the map, despite the murderous compile times.

**If you have just tested this map and are coming to post feedback, please keep in mind the following:

- How did the courtyard (area outside of the mid building)
- Where were most of the battles staged?
- What parts of the map felt too big?
- Was there any 'dead' (unplayed) space in the map?
- Were there any sentry farms and where?
- How were most of the games won?


Finally, future plans that I have for this map:

- After a fresh change of sheets and layout, this map is very susceptible to more layout changes, though I hope they aren't as major as this one.
- I don't expect the courtyard to stay like it is, so if you have any feedback concerning it, please don't hesitate.
- The area between the second and final points is very subject to change simply because it feels a bit small right now, which allows it to be easily covered by a number of classes.
- This map, like all cotton shirts, is subject to reduction in size


MANY THANKS:
Penguin (not like he made the gametype in entities or anything..)
Boojum (Savin' mah time)
VBCT (compile tool that doesn't freeze up hammer, look for it on the VDC [yes I know it's practically the same but it has a nice UI ])
WastedMeerkat (the elevator suggestion)
Anybody giving feedback


Changelog

**RELEASED 5/12/10
+now has health
+signs
+fixed some leaks with mah' trusty duct tape. not really
-A1b
-A1c
-A2
-A2b

A3
+Removed clusters of small health packs and replaced them with larger ones
+Reduced capture times on most points by about 2 seconds
+Added additional ramp route up to the second and fourth point
+Moved second and fourth CP to a more central location
+Expanded doorways leading into the second and fourth CP to test its effect on chokepoints.

A4
+Added alternate route from the forward spawns to the center of the courtyard
+Reduced health packs in the mid building and upper areas of the courtyard
+Added hazard strips to mark capture zones
+Shifted health and ammo pack pairs to favor the attackers
+Reduced capture times for all points

A5
+Reworked all capture points and corresponding areas except for the mid building
+Remade the Courtyard section to be more objective oriented
+Reduced capture times on all points
+Left hill open to capture at any time
+Changed skybox from day to night setting

A5b
+Added a multitude of arrows on lifts to indicate their function
+Pakked the map
+Fixed players getting trapped in the forward spawn

A6b
+Redid layout except for mid to be smaller and more compact
+Removed 2 final CPs to make map 3CP

A7
+Moved a few health and ammo packs to the upper level
+Fixed teams not winning on final CP capture
+Added a path to the upper level of the mid building



Old 05-12-2010, 04:17 PM   #1
absurdistof
Thunderclap is return :o
 
absurdistof's Avatar
 
absurdistof is offline
Posts: 1,233
Thanks: 388
Thanked: 386

Default


Yes, the pictures are horrible I know.....

__________________
Me maps, Embankment, Thunderclap, Zero G
Tutorials/Guides - Vertical Space Guide
(Favorite smile ever)
 
Reply With Quote

Old 05-12-2010, 04:57 PM   #2
Prestige
March 2009: Diagnosed with "The Gay"
 
Prestige's Avatar
 
Prestige is online now
Posts: 1,477
Thanks: 1,396
Thanked: 1,131

Default


nice spots of light

Don't they need some kind of structure that holds the light? (light can't just come out of a wall)
 
Last edited by Prestige; 05-12-2010 at 05:18 PM.
Reply With Quote

Old 05-12-2010, 06:46 PM   #3
Vincent
One Handed, Thee Legged
 
Vincent's Avatar
 
Vincent is offline
Posts: 613
Thanks: 723
Thanked: 295

Default


"- This map, like all cotton shirts, is subject to reduction in size"
Made me lol.

I don't really understand your gametype 100% but it sounds interesting.
 
Reply With Quote

Old 05-12-2010, 07:17 PM   #4
absurdistof
Thunderclap is return :o
 
absurdistof's Avatar
 
absurdistof is offline
Posts: 1,233
Thanks: 388
Thanked: 386

Default


Basically each team holds one CP at the start of the game, and there's a neutral hill. Controlling the hill unlocks the enemies CP, which you can cap to win. Alternatively, holding the hill until the time runs out will also win you the game.

Quote:
Originally Posted by ThePrestige View Post
nice spots of light

Don't they need some kind of structure that holds the light? (light can't just come out of a wall)
Thank's for upping the word count
It's in early alpha now, so that's not a big concern of mine, even though the HDR makes them a lot brighter then they would 'normally' be. That said, when I start to detail I think they'll be the long thin fluorescent lights, embedded in the ceiling.

__________________
Me maps, Embankment, Thunderclap, Zero G
Tutorials/Guides - Vertical Space Guide
(Favorite smile ever)
 
Reply With Quote

Old 05-12-2010, 07:18 PM   #5
Penguin
Clinically Diagnosed with Small Mapper's Syndrome
 
Penguin's Avatar
 
Penguin is offline
Posts: 1,841
Thanks: 738
Thanked: 1,025

Default


not like you forgot tha anyone deserves any credit here, nothing to see move along.

__________________

OTHER PROJECTS: ~arena_hardhat_b2b~ as seen on the TF2 Blog!

 
Reply With Quote
The Following 2 Users Say Thank You to Penguin For This Useful Post:

Old 05-12-2010, 07:26 PM   #6
ANova
L5: Alleged Expert
 
ANova's Avatar
 
ANova is offline
Posts: 392
Thanks: 576
Thanked: 123

Default


In this picture i would say make the point in the middle and not on a random side

__________________

 
Reply With Quote

Old 05-12-2010, 09:28 PM   #7
absurdistof
Thunderclap is return :o
 
absurdistof's Avatar
 
absurdistof is offline
Posts: 1,233
Thanks: 388
Thanked: 386

Default


I'm sorry the pictures are horrible, and horribly indescriptive(yes, I just made that word). The middle of the map is a massive courtyard, on the top you have the hill, on the bottom you have this large turn. You can sort of see the actual middle of the map in screens 5/6.

Screen 5 shows the middle of the middle, with a sightline-blocking building appendage spanning the top/bottom of mid, what it attaches to on the far side overhangs the other part of mid.

In screen 6, the far large building in the top middle is the building with the hill in it, the structure across from that is what the 'bridge' spans. The bridge can also be seen spanning the two in screen 6.

__________________
Me maps, Embankment, Thunderclap, Zero G
Tutorials/Guides - Vertical Space Guide
(Favorite smile ever)
 
Reply With Quote

Old 05-12-2010, 09:53 PM   #8
Grim Tuesday
Level 9001 meme
 
Grim Tuesday's Avatar
 
Grim Tuesday is offline
Posts: 1,244
Thanks: 268
Thanked: 367

Default


Your second screen is the only one that makes me want to play the map. And that it does. I cant wait to try this on a gameday!

In other news, I feel sorry for those who have to worry about compiles! With my i7, I can compile almost anything in 10 mins

__________________

 
Reply With Quote
The Following User Says Thank You to Grim Tuesday For This Useful Post:

Old 05-13-2010, 12:07 AM   #9
absurdistof
Thunderclap is return :o
 
absurdistof's Avatar
 
absurdistof is offline
Posts: 1,233
Thanks: 388
Thanked: 386

Default


Well atm this map is ~8 minutes depending on what else I'm going. As of now it's not 100% done, and I'm not too sure about US testing as this maps pretty huge atm and 7v7 could be a little stretched out. I don't know, maybe it would work

__________________
Me maps, Embankment, Thunderclap, Zero G
Tutorials/Guides - Vertical Space Guide
(Favorite smile ever)
 
Reply With Quote
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 08:38 PM.