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[Contest Entry] pl_zig
Old 12-27-2008, 12:20 AM   #1
Rexy
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Default [Contest Entry] pl_zig

DL link:

http://forums.tf2maps.net/downloads.php?do=file&id=949






Last edited by Rexy; 02-22-2009 at 05:41 PM.. Reason: Updated DL link and Images
 

Old 12-27-2008, 03:13 AM   #2
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This looks pretty badass so far. The crystal and grey metal pics are very cool, lot of ambience. Same goes for those first 3 w/ the bright blue temple stuff. But those middle pics w/ plain wood are really boring in comparison. And in all pics, I notice a distinct lack of models and posters. If you can make these environments flow together, it could be a cool map. Add it to our next gameday roster
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Old 12-27-2008, 03:44 AM   #3
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Detail is the next step for me. Also, from play tests I've found that it's very hard to take the second point. I'll move the cap back some and then add some side tunnel/s in the cave. I also need to add player clipping. Maybe when I'm not so lazy.
 

Old 12-27-2008, 02:29 PM   #4
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Very cool map, nice work. I ran through it a bit, players can get stuck in the first tunnel if they stand on top of the cart.
 

Old 12-27-2008, 05:34 PM   #5
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That's another issue I am working on. I have tried making a shell out of player clip, and toggling no physics collision and no hull collision on the displacements, but it's just not the same. I noticed this way, players could hide sticky bomb in the places where the displacement came above the player clip shell. I'm thinking I could just place a plane of player clip in that downward slope area in the cavern, that way, players will not be allowed to ride for that little section. It keeps them from getting stuck, and no one will notice the difference, except for those few complainers. But without the physics collision on the displacements, it's just not the same thing.

And another thing for that same section is to add 1 or 2 side tunnels for players to subvert the enemy. Hopefully that goes well, I've almost maxed my # of facelights for this map. ;(
 

Old 12-28-2008, 05:36 AM   #6
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DL: http://forums.tf2maps.net/downloads.php?do=file&id=875

I've uploaded a beta 2 of pl_zig. There's been a lot of work done, mostly balancing and detail. I'll get some screenshots up later, it's pretty late here.

Change Log:

*added player clipping
*added detail, custom decals, props, stock decals
*added more areaportals for better optimization
*pushed back Cap B for better team balance.
*added 2 side tunnels to the cavern for better balance.

TODO for Beta 3:

*Push back Cap B MORE
*Solve problem of players getting stuck when riding ontop of the cart in the cavern.
*More optimization
*More detail
*Adjust time advancement for capping points (needs more I think, after playtesting Beta 2 for an hour with some people).
*More custom materials, possibly a custom model or two (not really needed, but hey!)
*Intro video (might not get there until Beta 4 or final version...)
*Map info (anyone want to clue me in on that?)
*Adjust slightly the respawn times for each team.
 

Old 12-28-2008, 12:10 PM   #7
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overall, the map puts me in mind of the old lemmings game in terms of it's terrain.
yeh, i think it's pretty cool in that regard
 

Old 12-29-2008, 03:58 PM   #8
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I have uploaded the beta 3. I know they come pretty fast, but the playtesting is good. I've got some dedicated regulars from my community helping.

http://forums.tf2maps.net/downloads.php?do=file&id=878

pl_zig_b3

Change log from beta 2:

*added player clipping
*added detail, custom decals, props, stock decals
*added more areaportals for better optimization
*pushed back Cap B for better team balance.
*added 2 side tunnels to the cavern for better balance.

Change log from beta 3:

*Pushed back Cap B for balancing
*Solved problem of players getting stuck when riding ontop of the cart in the cavern.
*More optimization
*More detail
*More custom materials
*Map info

TODO for beta 4:

*add 3-D skybox (if I feel it needs it)
*Intro video
*Slight balance issue to be determined by further playtesting (and YOUR feedback!)
*custom models?
 

Old 12-30-2008, 02:26 AM   #9
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I must admit that I'm weak for maps like this, great description on FPSB by the way!
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Old 12-30-2008, 02:53 AM   #10
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Thanks.

Right now I'm trying to appeal a bad assessment from a guy who didn't even download the map--even rated it poorly because it was large in file size. What kind of assessment is that? Lame.
 
 

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