Creating a TF2 Map: "Surface Tension" Devblog (Update 07/03)

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That
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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by That » Sat Aug 23, 2008 7:58 pm

Captian Kil wrote:KP can you let us all test the map once your finished please?


Sure thing.

Updated the blog with a look at rendering engine code.

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smurphy
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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by smurphy » Sun Aug 24, 2008 1:30 pm

Oh, so these GR 6v6 games have something of an ulterior motive, do they?

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Xeno
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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by Xeno » Thu Aug 28, 2008 11:42 am

Keep up the good work Karl, I look forward to trying it out.

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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by That » Thu Aug 28, 2008 7:47 pm

Cheers. Not much to report over the last few days - I've been somewhat preoccupied with learning a bit of OpenGL, partly for me, partly because I'm meant to be teaching My Human it soon.

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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by Roonmastor » Thu Aug 28, 2008 9:37 pm

Looks great KP. Used to enjoy a bit of level and scenario building back in the day. I recall building my school as a level for Unreal Tournament as well as a few small levels and scenarios for Deus Ex.

Carving your level instead of building it was my first major hurdle with the Unreal Engine too.

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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by emilythestrange » Sat Aug 30, 2008 6:06 pm

Roonmastor wrote:Looks great KP. Used to enjoy a bit of level and scenario building back in the day. I recall building my school as a level for Unreal Tournament as well as a few small levels and scenarios for Deus Ex.

Carving your level instead of building it was my first major hurdle with the Unreal Engine too.

*Add*
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That's just like me! :lol:

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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by That » Wed Sep 03, 2008 12:00 am

Updated the blog with more planning.

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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by Qikz » Wed Sep 03, 2008 12:40 am

If you ever get this done, I will love you long time.

From your diagrams, this looks to be a very well planned out and fun looking map.

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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by The Alchemist Penguin » Wed Sep 03, 2008 3:14 am

I was having a little look over that layout, and I was just wondering about two things:

I'm assuming that when the blue team cross the checkpoint, the gate will open allowing them a second route of attack on the red base. If that's true, then the checkpoint seems to be rather unfairly placed. It's right in the middle, so the blues could easily rush it early, and it's also at the top of a hill, giving the blue's an advantage once they get there. It would be better (on a first glance, obviously. It could play completely differently) to move the checkpoint closer to the red base and have it on either neutral, or red advantage (although due to the level layout, they might always be at a disadvantage), territory.

It's great following everything, KP, so do keep it up!

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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by smurphy » Wed Sep 03, 2008 10:02 am

Red would have time to set up sentries and get prepared, and there's a certain amount of time it would take to move the cart - meaning they couldn't really do it in one big rush.

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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by The Alchemist Penguin » Wed Sep 03, 2008 12:48 pm

Is the cart game something added into TF2, or is it something new KP has made up? It's not present in the X360 version, so I've no idea how it really plays.

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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by That » Wed Sep 03, 2008 1:31 pm

It's the Payload gametype - see, pl_goldrush and pl_badwater. It's something Valve created, though I have no idea if they've released the new maps on Xbox 360 yet.

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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by That » Wed Sep 03, 2008 1:44 pm

Also, I had a look at the potential balance issues in the FRIST PSOT.

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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by The Alchemist Penguin » Wed Sep 03, 2008 2:06 pm

Karlprof wrote:It's the Payload gametype - see, pl_goldrush and pl_badwater. It's something Valve created, though I have no idea if they've released the new maps on Xbox 360 yet.


No, nothing has been added to the X360 game yet. Interesting gametype, though.

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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by The Alchemist Penguin » Wed Sep 03, 2008 2:39 pm

What I find rather interesting is how there is no "perfect" area on the second bit of the map. The Reds have a massive viewpoint advantage, and sentries will be able to overlook a majority of the area, but no one sentry would be able to cover all the map. There is still a few nooks for a demo to launch grenades from. I hope you don't mind, but I edited your picture to give a clearer idea of what I mean:

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The closer the reds stay to their base, the better control they have over their territory. From near their base, they have got the blues in two separate choke points, but if the start to go towards the middle ground, they start to lose that advantage, as snipers could easily take them out from the Blu base as it has a straight line of sight towards that lower ground. Very interesting, and it seems very balanced for a draft diagram.

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On the flip side the Blu then have only limited entrances and neither of those provide viewpoints which directly open up onto the Red base (was this intentional?) meaning a sneaking Sniper can't just spawn kill, as he could never get a clear shot to the base.
The Blu team will always have to keep moving forward, and setting up new defensive lines as the cart moves forward as the terrain means long range combat isn't possible, and the Blu need to keep on a constant offensive.

Very nice, very very nice.

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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by Roonmastor » Thu Sep 04, 2008 11:07 pm

I'm following this with interest, KP, and I don't even have TF2.

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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by The Alchemist Penguin » Tue Sep 30, 2008 7:21 pm

I've been waiting a month.

Tiarny isn't pleased. :x

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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by That » Tue Sep 30, 2008 7:23 pm

I've had constant History and English coursework alternating for a month. :lol: I said this would happen! I said it!

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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by Qikz » Sat Oct 04, 2008 11:37 am

Karlprof wrote:I've had constant History and English coursework alternating for a month. :lol: I said this would happen! I said it!


Don't be crazy, you don't work.

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PostRe: Creating a TF2 Map: "Surface Tension" Devblog
by Qikz » Mon Oct 06, 2008 1:18 am

Freak Out Requiem IV wrote:Nor does his map OLOL


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HIYOOO!

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