[Contest Entry] Stovepipe Wells

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Stovepipe Wells (Contest Entry)

Stovepipe Wells Beta 3
(pl_stovepipe_b3)

Download: TF2Maps.net or FPSBanana

Revision History:

Beta 3
  • Fixed areaportal bug
  • Fixed displacement misalign
  • Slight lightmap optimisation
  • Eliminated VPHYSICS console spam
  • Corrected minor detailing issues
  • Added bz2 to download folder
  • Added .RES file for server owners to force download Quick List thumb
Beta 2
  • Major detail pass
  • Adjusted displacements for ease of movement
  • Fixed two-way one-way door
  • Fixed minor detailing issues
  • Fixed playerclipping issues
  • Minor lightmap optimisation
  • Added menu photos
  • Added Quick List photo to download folder
Beta 1a
  • Fixed detailing issues
  • Fixed playerclipping
  • Adjusted displacements for ease of movement
Beta 1
  • Detailed entire map
  • Added 3d skybox
  • Finished displacements
  • Adjusted health and ammo
  • Adjusted cart settings for smoother motion
  • Playerclipping
  • Soundscapes
  • Implemented explosion
Alpha 7
  • Major Layout changes around final cap
  • Minor layout changes around Cap C
  • Adjusted one-way grate trigger areas
  • Adjusted health/ammo packs
Alpha 6
  • Added new route to cap B for BLU
  • Added one way door for BLU to the building after cap B
  • Adjusted health/ammo packs
  • Small layout adjustments at cap B
Alpha 5
  • Restructured area surrounding cap B
  • Adjusted Red's spawn for shorter walk to the start
  • Adjusted health/ammo packs
  • Minor track adjustments
  • Added final cap camera
  • Adjusted final cap layout
  • Adjusted cap reward times
  • Adjusted terrain heights
Alpha 4
  • Fixed critical final cap bug that allowed cart drop without capping
  • Adjusted ammo and health packs
  • Inclusion of fog and shadow controllers
  • Detailing of BLU Spawn
  • Small layout adjustments
Alpha 3
  • Added 4th Cap Point, Adjusted Cap positions
  • Adjusted Health and Ammo sizes
  • Fixed Capture Bell ringing on cart recession
  • Small layout changes
  • Adjusted cart recession speed

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Stovepipe Wells Development Pics @ Flickr

Thanks
Tim "Youme" Johnson
MangyCarface
TheDarkerSideOfYourShadow
FLOOR_MASTER

TF2Maps.net Community
2fort2furious
TeamSpork.net

Numerous others who helped motivate me to get this done
And all server owners who have ran this map!
 
Last edited:

ChronoTriggerFan

L420: High Member
Feb 3, 2008
434
73
Excellent. Nice blend of high and low ground, as well as the amount of buildings increases the farther you go into red's base. Some of the vertex edited terrain looks a bit too blocky to me, but hey! its an alpha. Can't wait to test this with populated server (planning to use my brother's computer to test because no one likes func_detailing alphas apparently :/)
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Of course vertex edited brushes are blocky, I'm not going to add so many vertexes it might as well be a displacement! :p

I have some func_details... vertex editing screws with vvis pretty darn well.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
From what I played, very fun. Nice tag by the way

I started typing in "contest", and the forum recommended I put that instead. :p

From the playtesting we did last night, it seems like the biggest issues are:
  • Cap Point Placement- need another one and to move the existing ones so that they are in better places for the spawn control and stopping the cart from rolling too far backwards
  • Ding sound when cart rolls back to the cap
  • BLU's forward spawn can be camped (need more feedback on this)

Which is frankly a too small list of problems, I think...
 

tenaciousg

L1: Registered
Jan 8, 2008
44
7
yeah you got it nice there nine, the only thing i did not like about this beautiful map is..
if you look below(using your image as example.) south & south-east(ramp area) of red's spawn it seems very odd to me, there's a secondary spawn there which doesn't seem to work or isnt implemented yet. overall i think final cap needs some layout adjusting.
2911127430_f8794af5b8.jpg

great map. :)
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Looks pretty good.

Only suggestion is "wiggle" the track a bit more.

Also, perhaps this edition..
2911127430_f8794af5b8.jpg


At x you could add a balcony where red can drop down and ambush blu. But blu could obviously jump up and defend it also. I'm not sure how that would mess up your cp placement though.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
I've been doing some work in BLU's spawn, since it doesn't look like it will have to change...
2917072602_694c996a22.jpg

2917072706_99ff1e9a8d.jpg
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
I mentioned it yesterday while playing, but just in case you didn't catch it. The cart can be stopped by someone standing underneath the bridge, where the first point is.
 
Feb 14, 2008
1,051
931
Yeah, although, I would suggest putting a few wires to the lamps on the ceiling, as it looks like they're sticking out of the rock.
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
That spawn is awesome!
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Looks very nice, though.. maybe a little too inspired by goldrush, i would like to see a little originality in that prop room. That dropped bomb is a nice touch :)
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
Hey, pretty cool map so far. Couple problems I had were all by that one turn after the first cap point.

There's a rock that lies right near the tracks. If the cart is turning around the corner you can get stuck between the rock and the cart.

I like the turn itself, even though it's a bit of a choke point, because demos are really good there. I would suggest maybe making a route unlock for blue after they get the cart to the first cap point which allows them to sneak behind that rock? It should only open from one side so red can't flank.

We didn't get all the way to the end in the test, so I can't say what the end of the map is like, but it seems pretty tough. Someone complained about pyros not being that useful, I was playing sniper/demo/spy so I can't say. I didn't notice any imbalances with those classes.

Looking good so far.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Here I am, spamming new versions of my map...

Stovepipe Wells Alpha 5
http://forums.tf2maps.net/downloads.php?do=file&id=686
2934348201_57b525d85b.jpg


Changes:
  • Restructured area surrounding cap B
  • Adjusted Red's spawn for shorter walk to the start
  • Adjusted health/ammo packs
  • Minor track adjustments
  • Added final cap camera
  • Adjusted final cap layout
  • Adjusted cap reward times
  • Adjusted terrain heights

I hope this version fixes the balance issues that arose during gameday, that:
  • Cap B was near impossible to cap
  • Pyros were underpowered
  • Scouts and snipers were overpowered
  • Red had too great of an advantage
 
Last edited:

tenaciousg

L1: Registered
Jan 8, 2008
44
7
  • Cap B was near impossible to cap
  • Pyros were underpowered
  • Scouts and snipers were overpowered
  • Red had too great of an advantage

hm.. i might not of been there for the last gameday when this map was put to a real test but in our small tests i didnt notice any advantage of any class over anothher that was just based on the individuals skill i somewhat agree with B being a hardish cap but that's gonna happen.. even in valve maps.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Nine,

F_M put it up on 2f2f last night. I can honestly say there are no outstanding problems and that the only thing to do right now is to run it again and again until someone spots one. Classes worked in balance fine, the map was relatively smooth throughout. If anything's wrong it's here:

BLU forward spawn still too campable by red team. Make the passage to the left of BLU forward spawn (if you're looking directly at the door from the outside) one-way towards RED.
Rotate RED spawn locations after shortcut door closes.

That's all for now I guess. Keep it up.