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Old 11-25-2008, 02:38 PM   #1
Icarus
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pl_waste_b3 (Hot Tug-O-War Action!)
by Eric "Icarus" Wong
Download from FPSBanana
Download from TF2Maps

**Waste is currently part of the (^) Custom Rotation 208.115.116.51:27016**



5CP Tug-o-War Payload
Waste is a new gametype in which the payload can be pushed by either team. It plays similarly to other 5-point Control Point maps, such as Well, except that it places a stronger emphasis on teamwork to push the cart and coordination to flank the enemy. These alternate routes, although longer, usually provide health and ammo pickups not normally present on the main payload track.

Please provide feedback, whether it be bug reports or even small requests.


Objective:
Escort the payload to the enemy base. Stand near the payload to make it move.

Other Notes:
Both teams can push the cart. The payload moves faster as more teammates stand near it.














Beta 3 Release Notes:
-Improved performance
-Widened up and added a window at the "U-turn" chokepoint
-Fixed compatibility issues with Sudden Death mode
-Teams that own more CPs than the enemy will be able to push the cart faster
-Improved lighting in dark areas
-Fixed Color Correction not working
-Removed and shifted locations of pickups between the 2nd and last points
-Round time is now capped at 6 minutes
-Raised/Removed the "ceiling clips"
-Several bug fixes

Beta 2 Release Notes:
-Improved performance
-Added more cover around the middle checkpoint
-Reduced size of healthpacks around 2nd checkpoints
-Widened up the "U-turn" chokepoint
-Rearranged final areas to make it easier for defenders to get to the upper deck
-Reduced time rewarded after each capture
-Reduced respawn times for attackers
-Added more ambient sound
-Updated tug-o-war logic
-Several bug fixes
-Download now includes a pre-bzipped file

Beta 1 Release Notes:
-Publicly released beta 1 for fine tuning


INSTALLATION:
Unpack the contents of the .rar into your tf directory. Keeping the folder system intact will allow you to see the thumbnail in the Map List.

FILES:
pl_waste_b3.bsp ;The map itself
pl_waste_b3.bsp.bz2 ;A compressed version of the map, for fast-download servers
menu_thumb_pl_waste_b3.vtf ;Map list image
menu_thumb_pl_waste_b3.vmt ;Map list thumbnail
pl_waste_b3.jpg ;Heatmap use
readme_waste_b3.txt ;This file

Special Thanks:
www.tf2maps.net -- for all their support and gameday servers
Z33W13R -- for making the grey skinned bomb cart
Clan Woof -- for being awesome


_________________________________________________

cp_waste_a1
by Eric "Icarus" Wong
Download from TF2Maps


_________________________________________________

arena_waste_a1
by Eric "Icarus" Wong
Download from TF2Maps

 
Last edited by Icarus; 03-13-2009 at 03:53 PM.
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Old 11-25-2008, 03:59 PM   #2
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wow, looks interesting and refreshing (if you can say this about a polluted environment)
love to see a map which will turn out dirty and darkish without being a nighttime map

are you gonna implement fogged areas where the smoke is so thick that you can only see the few meters ahead?

( sry for the post in the submission thread )
 
Old 11-25-2008, 04:22 PM   #3
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Quote:
Originally Posted by eerieone View Post
are you gonna implement fogged areas where the smoke is so thick that you can only see the few meters ahead?
I hope not.

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Old 11-25-2008, 05:56 PM   #4
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I think I will, but they're going to be limited to prop rooms
 
Old 11-25-2008, 06:09 PM   #5
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Quote:
Originally Posted by Icarus View Post
I do not run a server myself, so I would really appreciate it if I could run this test version of smog on your servers
yawn...add MrAlBobo on steam and ill get you set up
 
Old 11-26-2008, 02:08 AM   #6
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We tried this tonight (15v15) -- we only played two rounds so I can't say much, but I think I can see the cart not moving backwards instantly, when the opposite team touches it, as a major balance issue. Is this possible or is there some technical limitation preventing it?
 
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Old 11-26-2008, 10:15 AM   #7
umbratile
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Sounds like a great concept, it just seems like it would take an insanely good team to push the cart all the way... Imagine playing Gold Rush if RED has the ability to push the cart as well - it would be impossible.

Of course, I'm not going to say anymore before I've actually played it, and I would love it if it works.
 
Old 11-26-2008, 10:38 AM   #8
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Quote:
Originally Posted by FLOOR_MASTER View Post
We tried this tonight (15v15) -- we only played two rounds so I can't say much, but I think I can see the cart not moving backwards instantly, when the opposite team touches it, as a major balance issue. Is this possible or is there some technical limitation preventing it?
VALVe has it hard coded that it's either 25 seconds, or none. It's because whenever setnumcappers changes for the Watcher, it automatically counts down from 25.

These are my options:
1. 25 second wait
2. No wait
3. Any other number, however it will not display it anywhere on the HUD. (in which case the wait should be very short, for example, 5 seconds)

What would you suggest, FM?

btw, thank you for the insanely quick feedback. Did it stalemate often? Was it difficult to get back into the game if they lost the center?

If need be, I can also change the speed of the cart. Right now it uses the default speed set in both Goldrush and Badwater.

Quote:
Originally Posted by MrMuffinMan View Post
Sounds like a great concept, it just seems like it would take an insanely good team to push the cart all the way... Imagine playing Gold Rush if RED has the ability to push the cart as well - it would be impossible.

Of course, I'm not going to say anymore before I've actually played it, and I would love it if it works.
My two resonings are:

1. Goldrush is wildly unbalanced. It is very difficult to even get past stage 1
2. Goldrush is an attack/defend map. BLU has virually no respawn time and the level is designed to give defenders a strong advantage.

With good design I intend to make this as different to Goldrush as cp_Well is to Dustbowl.
 
Last edited by Icarus; 11-26-2008 at 11:00 AM.
Old 11-26-2008, 11:46 AM   #9
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Quote:
Originally Posted by Icarus View Post
btw, thank you for the insanely quick feedback. Did it stalemate often? Was it difficult to get back into the game if they lost the center?

If need be, I can also change the speed of the cart. Right now it uses the default speed set in both Goldrush and Badwater.
I think to make it work similarly to the 5CP maps, you should increase the cart speed as it passes the checkpoints. So, in the middle half of the map it would be normal speed and once it passes CP2/CP4 it increases to 1.5X or something like that. If that's possible. The reasoning is that it'll naturally get harder to push as it gets closer to the spawns, so you need some way of preventing stalemates. Modifying spawn timers is one method, but I think cart speed more closely matches what the 5CP maps do.
 
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Old 11-26-2008, 01:50 PM   #10
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Quote:
Originally Posted by Chilly View Post
I think to make it work similarly to the 5CP maps, you should increase the cart speed as it passes the checkpoints. So, in the middle half of the map it would be normal speed and once it passes CP2/CP4 it increases to 1.5X or something like that. If that's possible. The reasoning is that it'll naturally get harder to push as it gets closer to the spawns, so you need some way of preventing stalemates. Modifying spawn timers is one method, but I think cart speed more closely matches what the 5CP maps do.
I would like to see if it could be balanced with the same speed first, but it's a good idea.
 
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