Map Testing/Suggestions
The updated version of hoodoo was pushed through in the update yesterday. It apparently includes abuncha tweaks from the map designer to fix the 2-2 point, making it much easier to attack.
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Sekh765 - Posts: 1520
- Joined: Sun Mar 01, 2009 7:21 am
- Location: Great State of Texas
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Nocturnefoxx - Posts: 171
- Joined: Fri Apr 03, 2009 1:25 am
- Location: Denial
Hey guys, would anyone be interested in testing out a map I've been working on? It's not quite ready to play just yet, I'm thinking sometime this weekend, but maybe you can check out the screens and let me know! I don't know if this deserves its own thread or not - feel free to split it if you think it does!
koth_ezofuji
This is my first TF2 map (though not my first map with Hammer), set atop two mountains. I started it back in May and have been working off and on since then. It was originally a 3 point CP map, with two other cap points at the tops of the mountains, but upon testing people found it was just too damn hard to climb the mountains after taking the middle point. As such, I thought this layout would be better suited to KOTH, since it makes spawn camping difficult and will probably allow more turnovers as a result. Some stuff is still left over from the 3-point layout, such as multiple spawn rooms, but I have some ideas on how to use them. Let me know what you think so far!
koth_ezofuji
This is my first TF2 map (though not my first map with Hammer), set atop two mountains. I started it back in May and have been working off and on since then. It was originally a 3 point CP map, with two other cap points at the tops of the mountains, but upon testing people found it was just too damn hard to climb the mountains after taking the middle point. As such, I thought this layout would be better suited to KOTH, since it makes spawn camping difficult and will probably allow more turnovers as a result. Some stuff is still left over from the 3-point layout, such as multiple spawn rooms, but I have some ideas on how to use them. Let me know what you think so far!
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Kyle - Posts: 60
- Joined: Wed Aug 26, 2009 12:05 am
I find this maps layout and graphics intriguing! It looks pretty from the screenies. Post a link or somethin so we can check it out.
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Sekh765 - Posts: 1520
- Joined: Sun Mar 01, 2009 7:21 am
- Location: Great State of Texas
Well, here it is! The alpha release of Ezofuji is now available - in a 7zip or bz2 archive!
Download koth_ezofuji_a1 (7zip, 4MB)
Download koth_ezofuji_a1 (bz2, 9.5MB)
It should look about the same as the pics I posted. Let me know if you encounter any missing textures. This is the first playable build I've made, so I'm pretty much in the dark as to how it will turn out. I gave it a quick run through myself, so there at least shouldn't be any crippling bugs. Some things I do know about, though, include:
- You can actually start capping the point before the countdown, though I don't think it's a big deal.
- The map looks somewhat crappy with full HDR on. I did some tonemapping adjustments, and the sky was compiled for HDR, but I'm still kinda new to the concept. The fog doesn't seem to blend with the sky very well. It still looks good with bloom turned on, though.
- There are some rooms just below the regular spawn which look like spawn points - these were used when it was a 3 point CP map, and just disabled in case I do revisit the concept again.
Feel free to try it out and let me know what you think! I've only ever tested the map out once before with like 4 people, so it would be cool if it was tested on a more active server, but it's my first TF2 map so I'm not expecting much!
Download koth_ezofuji_a1 (7zip, 4MB)
Download koth_ezofuji_a1 (bz2, 9.5MB)
It should look about the same as the pics I posted. Let me know if you encounter any missing textures. This is the first playable build I've made, so I'm pretty much in the dark as to how it will turn out. I gave it a quick run through myself, so there at least shouldn't be any crippling bugs. Some things I do know about, though, include:
- You can actually start capping the point before the countdown, though I don't think it's a big deal.
- The map looks somewhat crappy with full HDR on. I did some tonemapping adjustments, and the sky was compiled for HDR, but I'm still kinda new to the concept. The fog doesn't seem to blend with the sky very well. It still looks good with bloom turned on, though.
- There are some rooms just below the regular spawn which look like spawn points - these were used when it was a 3 point CP map, and just disabled in case I do revisit the concept again.
Feel free to try it out and let me know what you think! I've only ever tested the map out once before with like 4 people, so it would be cool if it was tested on a more active server, but it's my first TF2 map so I'm not expecting much!
Last edited by Kyle on Mon Aug 31, 2009 9:29 pm, edited 1 time in total.
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Kyle - Posts: 60
- Joined: Wed Aug 26, 2009 12:05 am
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