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Thread: pl_clifftop

  1. #21
    Trading Philanthropist AngryPotato's Avatar
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    Re: pl_clifftop

    Or a mailbox with greater capacity than gmail (there are plenty of them, at least in Poland )
    Dropbox is good, of course. Sero will surely appreciate additional MBs you can provide him
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  2. #22
    Playstuff Member .ps
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    Re: pl_clifftop

    Quote Originally Posted by AngryPotato View Post
    Sero will surely appreciate additional MBs you can provide him
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  3. #23
    The Punisher Sloth's Avatar
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    Re: pl_clifftop

    Here are screenshots as requested for:
    The windows suggestion.
    Some ideas on how to make cap 1 slightly harder and more fun for scouts.
    clifftop_scoutjumps.jpgclifftop_windows.jpg
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  4. #24
    Mr Mic Check Cowmugger's Avatar
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    Re: pl_clifftop

    Have played the map a couple of times now, and I have to say that I really like it so far! The one issue that strikes me most, however, is the final capture point. Because the RED spawn is so close to the point, it is inevitable that BLU will start unintentionally spawncamping. I guess this could be fixed by moving the spawn door back, or raising it onto a ledge/small building perhaps.

    Quote Originally Posted by Sloth View Post
    The windows suggestion.
    Some ideas on how to make cap 1 slightly harder and more fun for scouts.
    Both of these sound like very interesting ideas, and I'd love to see them implemented (though that could just be because I'm a sucker for windows in TF2...)
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  5. #25
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    Re: pl_clifftop

    Quote Originally Posted by Cowmugger View Post
    (though that could just be because I'm a sucker for windows in TF2...)
    Does TF2 not crash enough as it is?
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  6. #26
    Greater crested hermit ninja Boylee's Avatar
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    Sero, I see what you did thar.

    Cheers Mugger.
    Was it a2 you played? I put a high-ground exit and an ancillary spawn for red at the last point in that release. I was hoping that would be enough to at least partially mitigate the camping problem there.
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  7. #27
    Mr Mic Check Cowmugger's Avatar
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    Re: pl_clifftop

    I believe it was a2, yes - it was yesterday night, so it was unlikely to be a1.

    I probably missed the new spawn because I didn't actually play defense on the final point, because there were only two rounds, and when we were defending we managed to hold one of the earlier points (2nd I believe). But while attacking, it seemed that RED players were being killed pretty much straight away, and a couple of people who's names escape me agreed that it seemed very hard to defend, at least from the attackers' perspective.
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  8. #28
    Greater crested hermit ninja Boylee's Avatar
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    Fair play bud. I'll try and work something into the next release to make it a tad harder to cap last.
    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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  9. #29
    Creatively Exploding Equinoxo's Avatar
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    Re: pl_clifftop

    I'm assuming (and hoping!) that you'll be dishing out another version of this soon. I'll reassess any feedback I have then, as pretty much everything I can think of has already been said. I've also been awake for about a million hours so wording something coherent is statistically unlikely.
    That said, I have had a blast on this map, especially fighting in the areas between caps. Certainly some decent use of layout/cover/verticality there.
    The only part that I hasn't been much fun is that third CP, it feels like such a grind just trying to get inside and seems way to easy for RED to regain ground outside if an attack fails. Maybe an alternate top route that can only be accessed by rocket/sticky jumping over the porch bit over the track.
    Another thing I noticed, is that the RED flank routes on that drop them pretty much on top of the cap, with barely any time for BLU to react. Now, I say this. However this is coming from the one time I managed to actually sit on the cart. I was a medic and completely alone. RED came spilling out on both sides. It was traumatic. I don't think I lasted very long.

    Ah, one more thing before I collapse. Glad to hear about the extra RED spawn on the last CP, it feels almost cruel when you get the whole BLU team up there wiping them out. Another suggestion I could give for that would be to add a longer route to an alternate exit, perhaps with a pleasing yet violent view to the area outside for scheming purposes.

    I realise I gave feedback when I recommended to myself that I would not. I'm hoping it makes sense, if not.. Have humour:

    Quote Originally Posted by Cowmugger View Post
    (though that could just be because I'm a sucker for wondwis TF2...)
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  10. #30
    Greater crested hermit ninja Boylee's Avatar
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    Re: pl_clifftop



    Big changes are afoot!

    The next release (a3) is up on the teamplay server if anyone wants to play it. I'll do a release post tomorrow when I'm not dog tired. :3
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    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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  11. #31
    ლ(ಠ益ಠლ) Logan's Avatar
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    Re: pl_clifftop

    downloaded and ready to play tomorrow
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  12. #32
    Greater crested hermit ninja Boylee's Avatar
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    Re: pl_clifftop

    Updated to A3, OP updated with screens, download and changelog.
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    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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  13. #33
    Greater crested hermit ninja Boylee's Avatar
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    Re: pl_clifftop

    A3A released

    OP updated.
    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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  14. #34
    Windows Only MacNetron's Avatar
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    Re: pl_clifftop


  15. #35
    Billionaire Extraordinaire Two monkeys from a Tzu.'s Avatar
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    Re: pl_clifftop


    I just realized that I may have taken a picture of the lower spawn but these rooms around the last point feel very cut off, there is only one way in and it looks like it would lead somewhere but there are only closed doors to be found.
    Another confusing thing are the big gates on the tracks, most new players first try to use them after leaving red spawn before looking at the smaller ones. You could make them open one way or add some props later that make it clear that you cannot use them.
    Gameplay around the points feels much better now, the last point is fun and the earlier chokepoint went from invincible brickwall to exciting.
    Last edited by Boylee; 29-01-2012 at 10:23.
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  16. #36
    Creatively Exploding Equinoxo's Avatar
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    Re: pl_clifftop

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  17. #37
    Greater crested hermit ninja Boylee's Avatar
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    Re: pl_clifftop

    Cheers for the test and the feedback chaps.

    I'm considering completely redesigning the final cap area into an interior space a bit like the finale of upward, simply because it still feels a bit like a mess. Thoughts?
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    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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  18. #38
    The Punisher Sloth's Avatar
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    Re: pl_clifftop

    Quote Originally Posted by Boylee View Post
    Cheers for the test and the feedback chaps.

    I'm considering completely redesigning the final cap area into an interior space a bit like the finale of upward, simply because it still feels a bit like a mess. Thoughts?
    Indoors would have some serious advantages for you, design-wise, and I was thinking after we'd finished playing yesterday that the final cap now seems a bit cluttered. Indoors design allows you to have plenty of transparent glass showing the internal layout of the base (all those control centres, maps, cannons, shells, etc.) Moving indoors would also allow you to focus the gameplay by reducing the effective skybox for the final cap. Where there is a wonderful sense of freedom and openness about the first two caps you'd be moving through a more closed 3 to a much tighter 4, resulting in (hopefully) a more concentrated defence.

    Would it be possible to make the cannon really, really big and have the cart pushed inside it at cap 3, making cap 4 occur inside a gigantic hanger-style part of the cannon? Probably a dumb idea, but just throwing it out there. Maybe push the cart to a final ammo storage area with an 'Ammo Storage - Do Not Sabotage' on it?

    With regards making the final cap more dynamic (like you need the headache) you could perhaps look at one of the following:
    • A cart-a-pult which BLU push the cart into and then arm. Once finished it ends the round and flings the cart through the air towards its target.
    • A big lift followed by a long roll-forwards (good for comp play because without overtime it's possible that the cart would need extra bodies on it even though it would roll itself to the end anyway once the lift part was complete).
    • Pushing the cart to the barrel-loader of the main cannon so it gets loaded like a shell and then explodes the cannon when the cannon tries to fire it.


    Generally, though, I think a redesign of the last cap could work well. I'd really like to see quite a lot of vertical options on the last cap, preferably ones which are easier for RED to reach but useful for BLU to use.
    Last edited by The Sero; 29-01-2012 at 16:39. Reason: Cookies.
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  19. #39
    Greater crested hermit ninja Boylee's Avatar
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    Re: pl_clifftop

    There's something very liberating about this process.

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    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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  20. #40
    Greater crested hermit ninja Boylee's Avatar
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    Re: pl_clifftop

    Going to be playing a4 in the gameday over at tf2maps.net at about 10:20pm in case anyone's interested. Hit me up on steam for the server IP.
    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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