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Thread: koth_oilrig

  1. #1
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    koth_oilrig

    I'm working on a koth map for TF2. So ehmm...

    Alpha 2
    -Added railings to kill all death pits
    -Added more cover around the point
    -Changed skybox to gravel_01
    -Changed layout a little bit

    Pictures





    Overview
    http://i209.photobucket.com/albums/b...2_overview.jpg

    DOWNLOAD
    http://forums.tf2maps.net/downloads.php?do=file&id=3921

    Is it possible to get this map tested by this community?

  2. #2
    🍕Mr🍕Man🍕The🍕Pizza🍕Fan🍕 Post Script's Avatar
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    Re: koth_oilrig

    Sure is, there's always room for more mappers here. I notice this is your first post, so you may want to introduce yourself here. We are a community after all

    Mmmmhmmmm, I do love me some KOTH. Downloading now, will have a run around it then put on the maplab. Someone should be around later to give you admin on the maplab so you can change to your map etc.

    Oh, and welcome to Playstuff

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    ლ(ಠ益ಠლ) Logan's Avatar
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    Re: koth_oilrig

    Promising start - I look forward to seeing how it plays.
    Welcome btw

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    Trading Philanthropist AngryPotato's Avatar
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    Re: koth_oilrig

    3rd pic - poor engineer...
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    Greater crested hermit ninja Boylee's Avatar
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    Re: koth_oilrig

    Quote Originally Posted by AngryPotato View Post
    3rd pic - poor engineer...
    Maybe he's just taking a snooze.

    Looks like a good start, we can run it in the next Blueprint. In the meantime if you jump on the maplab and invite some friends, or even better get some people to join by posting here, then you can get some impromptu testing going in the meantime. Just ask anyone with .ps tags and they should be able to switch the map for you. Once you've been here a little while and we've gotten to know you we'll grant you server assistant status so you can change map etc.

    Oh yeah and welcome to playstuff.

    EDIT: one bit of immediate visual feedback, the drop into the water doesn't look long enough to me, oilrigs usually stand very high above the water.
    Last edited by Boylee; 03-08-2010 at 17:38.
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    AdminiBob almightybob's Avatar
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    Re: koth_oilrig

    Looks cool so far, look forward to having a runaround on it

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    Greater crested hermit ninja Boylee's Avatar
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    Re: koth_oilrig

    Apologies Dustoxx, I meant to put this into blueprint but totally forgot. We'll get a round of it in once the rotation is played through once.
    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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    Trading Philanthropist AngryPotato's Avatar
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    Re: koth_oilrig

    Good idea - there are always people on server after last map in rotation and even if some of them leave, koth map would be good for smaller number of players
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    Windows Only MacNetron's Avatar
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    Re: koth_oilrig

    Hum, there is already a cp_oilrig: http://www.fpsbanana.com/maps/53813
    That might give some confusing along the way...

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    Trading Philanthropist AngryPotato's Avatar
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    Re: koth_oilrig

    Some guys on server suggested cp_BP...
    Generally it's a nice map, got some parts similar to Viaduct. I see it is in its first stages of creation so there are little props and fences and architecture is "blocky". I think it would look better if it was on some columns, elevated high above water level, so you feel how nasty it would be to drop down...
    At now I can only say that it's very scout-friendly - we played (I think) 5v5 and enemy team, having 2 scouts, totally rolled over us - because all the ledges are close enough that scout can jump from each one to another, when other classes have to take a long way. Also I didn't see any engineer building up a base - there were propably too little places for them or nobody defended them...
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  11. #11
    Greater crested hermit ninja Boylee's Avatar
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    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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    Re: koth_oilrig

    Thanks for testing it out guys. I really appreciate it!

    A3 is done!

    Changelog:
    -Changed control point's geometry and size
    -Made routes and point less open (cover)
    -Removed clips in front of spawn
    -Lowered water
    -Changed water from 2fort's to well's
    -Added some textures for the look
    -Added more observer points

    Screenshots:






    DOWNLOAD
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  13. #13
    Greater crested hermit ninja Boylee's Avatar
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    Re: koth_oilrig

    Looks like a good set of little tweaks we'll give it another good test next week.

    Funny how much of an aesthetic difference changing the water height and texture has had.
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    Trading Philanthropist AngryPotato's Avatar
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    Re: koth_oilrig

    That's true, Well water looks much better (although it wouldn't look so after oil leak nice > realistic)
    Hey, you can type small, nearly invisible text under your post. (or invisible!) That's great! - I know neat trick isn't it ?
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  15. #15
    Greater crested hermit ninja Boylee's Avatar
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    Re: koth_oilrig

    Can you update the original post please Dustoxx, makes version checking for Blueprint much easier.
    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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  16. #16
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    Re: koth_oilrig

    Played a little bit of this in blueprint, seemed to play pretty well.

    A couple of things:

    I didn't really like the drop-down bit by the point, I don't think it really achieves anything and it's easy to fall down.

    The health kits didn't feel very well distributed, but that may have just been because I didn't really know where they were.


    Also, there's still a few places where you can fall over the side, which can be kinda annoying.
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  17. #17
    Greater crested hermit ninja Boylee's Avatar
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    Re: koth_oilrig

    It did play well last night, overall it's a solid layout. That little drop down by the point does infuriate me though, I always seem to fall into it when I retreating up that ramp. Why not recess it into the wall there? That way you'd keep your dropdown but you'd make it much harder to fall into accidentally.

    The little huts to the side of the point felt a little spammy, I can't think of any good reason not to make them and their doorways a touch wider.

    I still think that the water needs to be lower as well, oil-rigs normally stand well proud of the sea level.

    Keep it up though dude this is a fun layout.
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  18. #18
    Playstuff Member .ps midget31394's Avatar
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    Re: koth_oilrig

    I really enjoyed this, even with my broken thumb making it quite painful to play. There's good opportunities to flank if you can slip by the main wave of enemies at the point. You then can wreak havoc from behind, something I quite enjoyed doing as spy.

    Another thing to note is, I don't have 3D skybox enabled so I don't see any water, which kinda weirded me out

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    Re: koth_oilrig

    Had good fun yesterday.
    Major pro is the solid layout as of getting to the point. I cannot recall a team pushing so much forward that the other team was not able to attack anymore.
    Walking distance from spawn to point is perfect, means the size of the map is solid.

    Already curious for the next version!

  20. #20
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    Re: koth_oilrig

    I have to agree about the huts by the point, whenever we held the point and I had a bit of breathing space I spammed one or two rockets into the other teams hut and more often then not some death messages popped up. When one team has a solid hold on the cp this little room becomes a chokepoint deathtrap for the attacking team.
    It is also difficult to set up a sentry in there since demo nades rarely bounce out again.

    I heard someone complain about too long sightlines for snipers but I didn't see any problems myself. Most koth maps have long sniper sightlines and those are also used by other classes to bring down enemy sentries.
    I like the fact that the theme of the map is visible even before much of the detailing work is done.
    The height variation around the point is also a big plus.

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