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Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Sat Aug 23, 2008 7:58 pm
by That
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.

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Sun Aug 24, 2008 1:30 pm
by smurphy
Oh, so these GR 6v6 games have something of an ulterior motive, do they?

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Thu Aug 28, 2008 11:42 am
by Xeno
Keep up the good work Karl, I look forward to trying it out.

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Thu Aug 28, 2008 7:47 pm
by That
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.

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Thu Aug 28, 2008 9:37 pm
by Roonmastor
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*
*Add*
*AddAddAddAddAdd*
"How the **** do you make something!?"
*Close program*

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Sat Aug 30, 2008 6:06 pm
by emilythestrange
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*
*Add*
*AddAddAddAddAdd*
"How the **** do you make something!?"
*Close program*


That's just like me! :lol:

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Wed Sep 03, 2008 12:00 am
by That
Updated the blog with more planning.

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Wed Sep 03, 2008 12:40 am
by Qikz
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.

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Wed Sep 03, 2008 3:14 am
by The Alchemist Penguin
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!

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Wed Sep 03, 2008 10:02 am
by smurphy
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.

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Wed Sep 03, 2008 12:48 pm
by The Alchemist Penguin
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.

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Wed Sep 03, 2008 1:31 pm
by That
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.

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Wed Sep 03, 2008 1:44 pm
by That
Also, I had a look at the potential balance issues in the FRIST PSOT.

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Wed Sep 03, 2008 2:06 pm
by The Alchemist Penguin
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.

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Wed Sep 03, 2008 2:39 pm
by The Alchemist Penguin
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:

Image

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.

Image
Image

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.

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Thu Sep 04, 2008 11:07 pm
by Roonmastor
I'm following this with interest, KP, and I don't even have TF2.

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Tue Sep 30, 2008 7:21 pm
by The Alchemist Penguin
I've been waiting a month.

Tiarny isn't pleased. :x

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Tue Sep 30, 2008 7:23 pm
by That
I've had constant History and English coursework alternating for a month. :lol: I said this would happen! I said it!

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Sat Oct 04, 2008 11:37 am
by Qikz
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.

Re: Creating a TF2 Map: "Surface Tension" Devblog

Posted: Mon Oct 06, 2008 1:18 am
by Qikz
Freak Out Requiem IV wrote:Nor does his map OLOL


Image

HIYOOO!