Map Trial Results!

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Postby Purplecat » Sat Jan 10, 2009 4:33 am

I added Nynnja's map to the servers and file server. I personally hadn't even looked at the map but i though it wouldn't hurt to mess around on it.
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Postby Fenriswulfdemon » Sat Jan 10, 2009 5:33 pm

Just so you know, on the first post with the maps where Nynnja's should be, it's the same link for the compilation Pathia made :O

Should be this one

http://files.filefront.com/ctf+cordiali ... einfo.html
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Postby NikkyVix » Sat Jan 10, 2009 5:46 pm

Fenriswulfdemon wrote:Just so you know, on the first post with the maps where Nynnja's should be, it's the same link for the compilation Pathia made :O

Should be this one

http://files.filefront.com/ctf+cordiali ... einfo.html


Oop, my bad. Thanks! Obvious copypasta is always obvious.
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Postby Endeavour3d » Sat Jan 10, 2009 8:28 pm

I would really like to get weekly or bi-monthly map tests setup so we don't have to play 50 maps when we finally do get a test night scheduled
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Postby Nynnja » Sun Jan 11, 2009 12:39 am

NikkyVix wrote:Hmm. I see no reason why we can't give it some alpha testing time once the map cycle testing is finished. It can take entry nine, and anyone interested in sticking around to try it once map testing is done can play along.


Thanks! As this will be the first playtest of it, suggestions are extremely welcome... nothing is set in stone. If you think it would be better as traditional CTF, a 3-point CP, or payload (although I probably won't believe that one.) Please let me know, if any of the detailing seems out of place, if you clip on anything strange or if you can make a floating sentry somewhere, those are things I need to know about.

Also, please note that the hallways aren't 100% detailed yet, so they will be a bit bland unfortunately.

Other things I need to be informed of are texture issues, performance issues, team balance issues (these should be minimal, since the bases are carbon copies of each other essentially).

Thanks all in advance.
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Postby Purplecat » Sun Jan 11, 2009 6:58 am

As for ctf_bankjob, I'm going to look into the map later when one of the servers are empty and see if I can solve the crashing issue.

Probably not.
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Postby Jinx » Sun Jan 11, 2009 1:54 pm

A lot of good maps this time around. I agree pretty much with the verdicts, with the exception of FB Subway which I would've loved to have seen be a regular map; it was hands down my favorite map out of the ones we were testing. I'm actually starting to like these "capture and take to the enemy base" type maps more than CTF maps because they don't seem to end in stalemates as often and have many more coordinated pushes for the intelligence, kind of like a more volatile / multi-direction payload map.

Quarry and Cranetop were okay (Cranetop's stage 2, last capture point where RED held out for quite a while was a blast), but they both feel like they could use a bit more tweaking. Trying to capture / defend the towers in cranetop seemed very awkward (especially given their height) and the black & white problem was quite annoying, making friend/foe identification impossible. Although it was fixable, people with not so good computers would get dropped on changing their graphics settings which would be especially bad when the server is full.

And how on earth did king of the train get enough votes to make it into the mapcycle? :lol: Hilariously fun and a great map to cool-down on. Stickying the track is kind of cheesy, but having even one person go to the other side and either remove the stickies or take out the demoman is just as easy.

Nynnja's map was also quite fun. The only things I'd recommend changing is adding an intel compass, making the alternate routes shorter with better directions (and possibly connect back to the main route in some fashion), and the bomb carts in BLU's capture point room gave me a massive FPS drop when I got close to them.
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Postby pablofiasco » Sun Jan 11, 2009 4:31 pm

Ailure wrote:As for ctf_bankjob, I'm going to look into the map later when one of the servers are empty and see if I can solve the crashing issue.

Probably not.


heh, maybe do something about the "stuck in archways which cuase a massive FPS drop" issue as well,
when i load into a map, and within 30 second found a glitch like that, theres something very wrong.

in fact, overall bankjob just seems very very unfinished to me (especially the lack of any pickups in the upper level/outside, the entier upplevels and such just seemed kind of tacked on "lets add places to wander and do nothing' soace to me)
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Postby Purplecat » Sun Jan 11, 2009 4:42 pm

Jinx wrote:And how on earth did king of the train get enough votes to make it into the mapcycle? :lol: Hilariously fun and a great map to cool-down on. Stickying the track is kind of cheesy, but having even one person go to the other side and either remove the stickies or take out the demoman is just as easy.
I'm surprised too. I'm infact little concerned that people will get bored on the novelty and probably isn't as fond of it later on...

And eh, I started ctf_bankjob earlier and played around on it without problem. But the lack of polish kinda made me not... care much for the map anyway, and FPS drop issues is something I never stumble upon myself.
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Postby STrRedWolf » Sun Jan 11, 2009 6:40 pm

I do have to apologize -- I was crashing out due to network issues. My ping was going up to 300 ms and that starts me clipping. I've switched my hardware around (punting the Verizon-provided Actiontec router behind a Tomato-bearing Linksys WRT54G router), activated Quality of Service, forced the laptop's traffic to high priority, and hopefully that'll alleviate things.
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