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Thread: CTF_Chicane

  1. #101
    Playstuff Member .ps SPHinx's Avatar
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    Re: CTF_Chicane

    I had fun on this map yesterday. Particularly the second time. Does seem like it takes a few plays to understand how one must strategize given the novel gametype. Once players have it, the game is pretty exciting.
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  2. #102
    Greater crested hermit ninja Boylee's Avatar
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    Re: CTF_Chicane

    Thanks for the feedback guys, nice to know that everyone enjoyed it. I've decided that I'm not going to bother with a public release of a11 since it had quite a few bugs, but I'm nearly done with a12, which should fix the announcer and alarm bugs as well as bring a few subtle but influential changes. Next step after that is the fun bit, theme time.

    Watch this space...
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  3. #103
    🍕Mr🍕Man🍕The🍕Pizza🍕Fan🍕 Post Script's Avatar
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    Re: CTF_Chicane

    *holds breath*

  4. #104
    Greater crested hermit ninja Boylee's Avatar
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    Re: CTF_Chicane

    A little bit of teasing:

    Spoiler: Reveal






    I've rejigged the front of the base a tad to make it a bit easier to attack. It seems last time that the route straight out of spawn into the high-ground in the front of the base was a bit OP, so I've replaced that with a one way door. I've also tried to make the middle of the bases a bit more interesting whilst also making the long route a bit more viable (and a bit longer to counter the ease of use). Hopefully these tweaks will make attacking a bit more fluid.

    Also I've go the alarms working well now I think. They still need stress testing but we shouldn't encounter as much announcer spam as last time.

    If all goes well in the next test then this will be the last dev texture release.

    Expect a12 sometime tomorrow.
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  5. #105
    Trading Philanthropist AngryPotato's Avatar
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    Re: CTF_Chicane

    Do you mean this little door as seen in last screen or the spawn door? (one way)
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  6. #106
    🍕Mr🍕Man🍕The🍕Pizza🍕Fan🍕 Post Script's Avatar
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    Re: CTF_Chicane

    Quote Originally Posted by AngryPotato View Post
    Do you mean this little door as seen in last screen
    Yep.

    Looking forward to a playtest mate, hope this doesn't prove too OP for attackers though x)

  7. #107
    Playstuff Member .ps midget31394's Avatar
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    Re: CTF_Chicane

    Can't wait man. I really wanna see where you go with the detailing on this

  8. #108
    Greater crested hermit ninja Boylee's Avatar
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    Re: CTF_Chicane

    Quote Originally Posted by midget31394 View Post
    Can't wait man. I really wanna see where you go with the detailing on this
    Me too!

    Seriously though, I'm tossing a few ideas about at the minute. I think it's either going to be desert with some gorge and industrial thrown in, or decrepit, damp alpine with industrial and hydro. Both would be night-time, but I'm swaying more towards desert gorge at the moment, partly because I've never done a desert map.
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  9. #109
    Toilet Frog .ps Leminnes's Avatar
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    Re: CTF_Chicane

    Quote Originally Posted by Boylee View Post
    Me too!

    Seriously though, I'm tossing a few ideas about at the minute. I think it's either going to be desert with some gorge and industrial thrown in, or decrepit, damp alpine with industrial and hydro. Both would be night-time, but I'm swaying more towards desert gorge at the moment, partly because I've never done a desert map.
    'Cause they're boooooooooooooring. Seriously, though, I don't much like Desert maps and will likely never make one. Desert/Gorge might be interesting, though. I dunno. I loves me some alpine. <3 But I'm an alpine fag, what can I say?

  10. #110
    Greater crested hermit ninja Boylee's Avatar
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    Re: CTF_Chicane

    Thing is, triplet is alpine, cruff is alpine and at the moment chicane is alpine. I'd like to try my hand at something else. Also, night-time is fairly rare amongst desert maps.
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  11. #111
    ლ(ಠ益ಠლ) Logan's Avatar
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    Re: CTF_Chicane

    Desert / HiTech may work quite well - esp with the fancy intel. A test facility kinda thing.

  12. #112
    Greater crested hermit ninja Boylee's Avatar
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    Re: CTF_Chicane

    Quote Originally Posted by Colt View Post
    Desert / HiTech may work quite well - esp with the fancy intel. A test facility kinda thing.
    Precisely.
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  13. #113
    Trading Philanthropist AngryPotato's Avatar
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    Re: CTF_Chicane

    What's with pl_upward - is it a standard desert theme? Because it seems to be much brighter, more yellow-white than yellow-orange like dustbowl. I'd suggest taking upward theme then, of course at night with hi-tech Imo snowy theme (like coldfront) is worth considerating here too.
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  14. #114
    Playstuff Member .ps midget31394's Avatar
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    Re: CTF_Chicane

    I don't think snow would suit Chicane. The Upward theme at night might do though, it's worth having a look at!
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  15. #115
    Greater crested hermit ninja Boylee's Avatar
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    Re: CTF_Chicane

    Good suggestions guys, keep em coming.
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  16. #116
    Greater crested hermit ninja Boylee's Avatar
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    Re: CTF_Chicane

    New & Shiny!
    CTF_CHICANE_A12




    Completely redesigned from the ground up, just for you.

    Scrapped the one way door and added a flanking route instead. Lem suggested it ages ago, but after playing a game on it that totally stagnated outside the Blu base I figured it was time to give it a whirl. I've also made it a bit less easy for teams to dominate the high ground in the front portion of their base. See the changelog for the other bits, or just play it.

    Screenshots:
    Spoiler: Reveal
















    So what are you waiting for? Go play it now!
    Oh yeah, that's right..
    You need to download it:

    Download bz2
    Download 7z


    Changelog:
    Spoiler: Reveal
    Code:
    A2 released
    + Added more lights to centre area
    + Playerclipped all doorframe props
    + Decreased skybox size
    + Added a few props and tweaked some geometry
    
    A3 released
    + Switched flag mode to CTF (gameplay is still invade) to fix scoring
    + Fixed a couple of missplaced props/lights
    + func_respawn room brushes now fill the hub bases, meaning the intel can't be carried through
    
    A4 released
    + Moved spawn door that was causing intel drop problems back
    + Changed intel respawn time to 20 seconds
    + Removed custom skybox texture (what was I thinking?)
    
    A5 released
    + Major redesign of bases, each side is now much simpler and broken into 3 spaces
    + Added decals and lights to intel spawn point
    + Added medium health pack under intel spawn
    
    A6 released (over at playstuff)
    + Switched back to (the now fixed) invade mode on the item_teamflag
    + First texture pass --scrapped as it was crap
    
    A7 released
    + Second texture pass
    + Extended map bounds and lowered all roofs in preparation for detailing
    + Changed ramp inside bases for easier navigation
    + Redesigned capture point buildings to fit theme
    + Redesigned two sets of stairs in the bases and added another set
    + Moved almost all health and ammo packs
    + Added overlays for health and ammo
    + Added lights and switched several light props to non-solid
    + Switched out a lot of areaportals for hints
    + Added some basic optimisation in the form of hint brushes and func_visclusters
    
    A8 released
    + Reinstated cap point layout from a5
    + Reinstated flanking corridor in forward base area
    + Removed upper corridor in forward base area and widened low ground slightly
    + Added countdown to intel spawn at start of round
    + Switched signage to intel to neutral signs and repositioned
    + Changed / added a few lights and added a few missing textures
    + Switched skybox texture and reinstated 3d skybox
    + some more stuff I can't remember 
    
    A9 released
    + Added custom flag model
    + Rationalised geometry to replace the 'hole in the wall' and added steps up
    + Flipped some geometry at mid area and replaced side huts
    + Added func_areaportals throughout to keep framerates playable
    + Added props to fill in non playable areas and clipped them off
    + tweaked health, ammo and lighting placement
    + Revised forward base, removed rocks, shortened corridor, widened play area
    + Minor detailing and prop work in bases and centre area
    
    A10
    + Completely redesigned bases, only original features are in the centre.
    
    A11
    + Converted to Psy's invade entity set-up
    + Added alarm system
    + Added lights
    + Optimised a bit more
    
    A12
    + Tweaked alarm system (less announcer spam)
    + Tweaked the entity setup, custom invade announcer sounds now work again
    + Closed doors off just outside of spawn that entered the high ground in the front room of the bases
    + Added a flanking route from the intel spawn area to outside spawn
    + Added a raised platform in front of the cap point
    + Changed the layout of the base area outside spawn
    + Removed TF2M competition models
    + Re-detailed centre building
    + Added more lights
    + Optimised the centre area a bit more
    Last edited by Boylee; 14-08-2010 at 17:33.
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  17. #117
    Playstuff Member .ps midget31394's Avatar
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    Re: CTF_Chicane

    I really enjoyed this at the blueprint today. It made us use teamwork, and you have to really push if you want to win. The teams seemed fairly balanced and it was never too easy nor hard to cap the intel. Really fun. The only issue I have is that the scoring system was bugged :p I can't wait for this to be detailed.
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  18. #118
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    Re: CTF_Chicane

    played it, loved it.
    FOund it a bit hard to get what gametype it is though. Completely missed this thread, and just jumped in the event. So i had no clue what to do. Might be a good plan to have a plan of attack texture in the spawn orso, which basicly says what to do.

  19. #119
    Toilet Frog .ps Leminnes's Avatar
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    Re: CTF_Chicane

    Few things:

    Fix the 3 point cap.
    Make it so the announcer only announces Intel in the Base to the team that's actually in danger (if possible.) Like, currently, if a blue person with the intel runs into the red base, everyone gets the warning that he just entered. I don't know if that's necessary.
    Make the railing behind the CP solid. It was big and tall and it seemed weird to be able to walk through it.

    Other than that.

    <3.
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  20. #120
    Trading Philanthropist AngryPotato's Avatar
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    Re: CTF_Chicane

    Really enjoyed it, it requires teamwork to cap and to defend (because when a scout breaches defense line, whole team should fall back to cap point through spawn )
    I liked the door you deleted, from spawn to front balcony, but it works without them anyway.
    I noticed things that Leminnes has pointed above - you should especially fix scoring system. It's ok that there were only "general" points, so there was no "new round" etc. but then you should disable "little points" counter and cap limit 3 (however then we would loose intel indicators, and we don't want that...)
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