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martijntje
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Map Name: Photofinish
 

Map Version:
 

Released: 08-13-2009
 

Last Update: 10-26-2009
 
Servers Running This Map
via tf2stats.net
Gametype:


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Default Photofinish

Some people hate it, some love it (and that's a good thing).

servers that run this map


beta 9(latest released version)
85.92.145.107:27035



beta 8
66.207.169.202
8.6.74.135:27015
207.210.254.99:27015
220.148.248.178:27015

beta 7
85.234.148.80:27075
64.34.183.187:27015
62.75.187.155:27015
65.33.217.225:27015
82.98.132.75:27155
85.14.231.178:27015

(screenshots from this "ad" are outdated)
Changelog
b9
-a shitload of stuff, really, this would be a long list

Old 08-13-2009, 01:48 PM   #1
Jack Riguel
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First things first, get the map off megaupload. Put it on filefront or something. If you want it to get tested on Gameday then you'll need it elsewhere.

I like this idea, it's funny watching the karts run around the track. It's like playing SSBB on the Mario Cart level.

Right, here's a few suggestions:

1.) Too much health.

Even though the heath packs are strategically placed, there needs to be less of them. Arena mode focuses more on the medic for heath rather then the items. Heath is placed mostly in the place of water to help counter pyros, who otherwise would be made too strong in arena mode.

2.) Spawns


RED and BLU's spawns are too close together, and they're very easily accessible. Without much cover between the two. Players can easily begin attacking each other immediately after the rounds starts. In most arena maps, there's a small quiet before the storm of the match really begins.

3.) The Karts cut corners.


This can easily be fixed by adding a few more path tracks. As it stands the Red Kart is a devious little machine that'll cut into the middle of the track and travel across the ramp. Also, I'd suggest you add some sort of overlay to show where the karts are traveling. Even in the Well maps, the train travels in a very easily identifiable, straight path, however there are still train tracks to show where the train will go. For this map, you might just want to add some sort of path, like a darkened part of the road where the karts have traveled.

4.)The Karts float.


Easy fix, just either lower your tracks or make sure the trains are set to be 0 units above the path_track.

5.)Ramps are too high/steep/skinny



This is a very common problem with both starting mapper and even intermediate mappers. While these ramps are smooth and can easily be scaled, they appear to be too high and two narrow. Keep in mind, the TF2 design is considerably larger then any other source game. In your map, the spawn rooms are actually a bit too large, which makes the ramp up to the second floor look very steep. If you use the dev wall textures, a good rule of thumb for a basic room size is one and a half blocks. As for the ramps, you also might want to widen them a bit, so it looks like more then one person can go up it at a time. Remember this: while the same team is passable through one another, spyies are not. Give them enough room to navigate around.

As for the second screenshot, this edge needs to be covered. You get stuck in the place shown since the ramp ends on both sides.

*pant* *pant*
Sorry for the long post, but I love death-trap based arena maps and this one seems like it could be a lot of fun. I'd love to see it on gameday some day.

EDIT: Forgot to say, Ubers are killed by the Kart. That was a fix since the train-stopping grief on Well.
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Old 08-13-2009, 03:57 PM   #2
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Quote:
Originally Posted by Jack Riguel View Post
First things first, get the map off megaupload. Put it All the suff you said
Thanks a lot, that is a lot of helpful advice


1.) Too much health.
I don't play a lot of arena, so yeah, I placed to much health, I'll remove some of it
2.) spawn rooms
I agree on you with this one. I will place non-openable doors on one side of the
3.) Cart doesnt cut corners
I dont find that much of an issue, I will take care of it

Darkening the ground is a good idea, I will definitaly do that
4.) Carts float
ouch, will fix that
5.) big spawns, steep hills.
Never thought of that, I will make the track closer to the ground and the first floor of the buildings lower

I will definatily like to see it at gameday. changing reupload method now, any tips on where to upload?
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Old 08-13-2009, 04:55 PM   #3
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I personally think that this map is too open. You need to find some places to add cover, so that it is less sniper-friendly.
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Old 08-13-2009, 05:40 PM   #4
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I use filefront and it works just fine for me. You'll need to register but it's simple and free, just remember to write down the link so you don't forget it.

In regards to the karts cutting corners, what I meant was that in the screenshot I'm standing in the middle of the path and I got hit by the kart. This won't be so much a big deal if you designate where the karts will be going with an overlay or some sort of visible path. Take a look at the sdk files for any Valve PL map. You'll see that at every corner there's tons of path_tracks to make the corner smother and look right. Plus, the more you have the more you have control over where the karts will go.
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Old 08-15-2009, 03:00 PM   #5
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Well I think this map is great as a stupid fun map where you can screw around with your buddies.

It's also a welcome map for snipers, since they can stand on the grassy area and snipe away safely.

I think in gameday you got plenty of feedback and you can refer to what they said, if you're thinking about keeping the current idea. The next step would be making the buildings more TF2-like, and make the spawn room look better.
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Old 08-15-2009, 06:04 PM   #6
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Quote:
Originally Posted by penpen35 View Post
Well I think this map is great as a stupid fun map where you can screw around with your buddies.
At the gameday the players where all heavies meleeing, so yeah you are right
Quote:
Originally Posted by penpen35 View Post
It's also a welcome map for snipers, since they can stand on the grassy area and snipe away safely.
Dont know about that, the grass part provides no cover, so you are easily kiled there
Quote:
Originally Posted by penpen35 View Post
I think in gameday you got plenty of feedback and you can refer to what they said, if you're thinking about keeping the current idea. The next step would be making the buildings more TF2-like, and make the spawn room look better.
I will continu with this, seeing as there are people that like this map.

also there will be a koth version, once I figured out how to actually make a koth map. (any tutorials?)
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Old 08-15-2009, 06:09 PM   #7
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Quote:
Originally Posted by martijntje View Post
At the gameday the players where all heavies meleeing, so yeah you are right

Dont know about that, the grass part provides no cover, so you are easily kiled there

I will continu with this, seeing as there are people that like this map.

also there will be a koth version, once I figured out how to actually make a koth map. (any tutorials?)
Use Boojum's Gametype Library (in the [ame="http://forums.tf2maps.net/showthread.php?t=4674"]Ultimate Mapping Resource[/ame]), which has the KOTH setup.
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Old 08-16-2009, 03:17 AM   #8
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Quote:
Originally Posted by Joodude View Post
Use Boojum's Gametype Library (in the Ultimate Mapping Resource), which has the KOTH setup.
I didn't see it in there before. But yeah, it's there.

thanks
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Old 08-17-2009, 08:31 AM   #9
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OMG update.

slower karts, better visuals
check it out
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