I needs feedback on the maps I made (dodgeball and ZF)

Discuss your favorite war-based hat simulator.

I needs feedback on the maps I made (dodgeball and ZF)

by Failhorse » Mon Dec 19, 2011 12:12 am

As some of you know. I did some fun based maps. I was randomly inspired by the lack of interesting looking dodgeball maps and tried to throw a bit of failhorse into the mix. I was also inspired to do a ZF map. This turned into a nightmare. By design ZF maps are suppose to be dark. By flaw, my ancient monitor was lying to me. And i couldn't correct the darkness problem since I couldn't get an accurate light level. (aside from whine "it's too dark")

Months later, and after a ton of feedback from people and groups outside of csn I feel it's time to revisit my maps and get them into final.


SO....

Give me feedback on said dodgeball maps:
tfdb_sandvich7
tfdb_space
tfdb_omgodmin
tfdb_blender_is_op
i think there's another i forgot about. If it's sandvich fields don't worry about it.

also on zf_darkwater

I'll take into account any suggestions here and add them into the general comments I received elsewhere.

thanks!

And for fuck sake, if you cannot be constructive get the fuck out.
Image
User avatar
Failhorse
Red Admin
 
Posts: 2171
Joined: Sun Oct 10, 2010 8:50 pm
Location: Chicago USA

Re: I needs feedback on the maps I made (dodgeball and ZF)

by NBC011795 » Mon Dec 19, 2011 9:57 am

Well for Darkwater I would say too dark, but you already mentioned that, It was also a bit confusing to me when I first played in it, didn't really know where to go and stuff.

I love Space. but sometimes when you reflect a rocket up it'll disappear, other than that its a great map.

Blender if a fun map, dunno why we don't play on it that often, I like being in the middle frantically spinning around trying not to get hit :lol:

Sandvich7 is also a good map, nice and big with that wall floating from side to side, but again, haven't played it in awhile.....

I cant remember ever playing in omgodmin though so I cant say anyhing about that :(
User avatar
NBC011795
Pink Admin
 
Posts: 265
Joined: Mon Jan 31, 2011 11:55 am
Location: A Place

Re: I needs feedback on the maps I made (dodgeball and ZF)

by xbawkzes » Mon Dec 19, 2011 12:10 pm

With space, the invisible ceiling (I'll name it that) is too low, which is what makes the rockets disappear if you have a tendency of shooting them vertically (like myself). Raise that and it'll be fine.

Also, on Space, you should have the gravity set lower, but have the red and blue platforms spaced further apart, so you can't reach the other side still. Just for a comedic effect.
Ninja wrote:Well its not like our admins are any good.

Unusuals: 13/50
User avatar
xbawkzes
Donator
How to: Professionally Piss Off Head Admins.
 
Posts: 453
Joined: Thu Mar 24, 2011 12:08 am
Location: United Kingdom

Re: I needs feedback on the maps I made (dodgeball and ZF)

by Jettrax » Mon Dec 19, 2011 2:45 pm

Space should not have nukes, its too small of a playing area to have the blast kill the entire team.
Also most of your maps arent in the rotation for some reason. I liked sandvich 7e but it has been gone for months, same with omgodm1n
Jettrax
Donator
 
Posts: 395
Joined: Sun Jun 19, 2011 12:45 am

Re: I needs feedback on the maps I made (dodgeball and ZF)

by Failhorse » Mon Dec 19, 2011 3:34 pm

I'm not too sure either. What's on the server, or was, is about 2 updates behind as well. There's another server that has had them in rotation for quite some time and a while back I tweaked some other issues that were coming up.

Also the nukes are a setting via the .cfg not the map. I only add the entities where rockets spawn from.
Image
User avatar
Failhorse
Red Admin
 
Posts: 2171
Joined: Sun Oct 10, 2010 8:50 pm
Location: Chicago USA

Re: I needs feedback on the maps I made (dodgeball and ZF)

by Jettrax » Mon Dec 19, 2011 3:57 pm

We have space and darkwater... thats it
Jettrax
Donator
 
Posts: 395
Joined: Sun Jun 19, 2011 12:45 am

Re: I needs feedback on the maps I made (dodgeball and ZF)

by megamoose » Mon Dec 19, 2011 10:21 pm

No offense... Space is laggy for so many people, so it is a bad map...

Darkwater is too dark, so people wait in spawn until killed...

Sandvich with flying platform (going across) is an amazing map...

Hold servers down until you can put these in the rotation... Just my idea...
Image
User avatar
megamoose
Donator
 
Posts: 707
Joined: Sat Jul 23, 2011 11:26 pm

Re: I needs feedback on the maps I made (dodgeball and ZF)

by Failhorse » Mon Dec 19, 2011 10:36 pm

For the last time. Telling me it's dark doesn't solve any problems. You need to tell me where it's dark. It's not dark on the whole map. I know this. I know between spawn and the 1st point and this was corrected. The whole map isn't black. Some rooms are suppose to be. tell me where. for the 9000+ time.
Image
User avatar
Failhorse
Red Admin
 
Posts: 2171
Joined: Sun Oct 10, 2010 8:50 pm
Location: Chicago USA

Re: I needs feedback on the maps I made (dodgeball and ZF)

by xbawkzes » Tue Dec 20, 2011 9:23 am

Darkwater is too bright, make it darker. I know my way around that map too well now, make it challenging for me.

Seriously though:
"It's too dark!"
"/blind <player> 99999999999999999999999999999999"
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA"

Best.

I can't complain too much on your maps, Blender is a bit of a nuisance though. It's insane. I think making the water in Blender survivable would make it more challenging, as players in the water would be stuck, and have to defend themselves while below everyone else and in/under the water.
Ninja wrote:Well its not like our admins are any good.

Unusuals: 13/50
User avatar
xbawkzes
Donator
How to: Professionally Piss Off Head Admins.
 
Posts: 453
Joined: Thu Mar 24, 2011 12:08 am
Location: United Kingdom

Re: I needs feedback on the maps I made (dodgeball and ZF)

by Failhorse » Tue Dec 20, 2011 11:03 am

Blender is suppose to be insane. There is a way out of the water. Just have to jump in right. The push doesn't just take you to 1 spot. if you move around at the right time it can lead you to a spot that will teleport you onto the ledge.
Image
User avatar
Failhorse
Red Admin
 
Posts: 2171
Joined: Sun Oct 10, 2010 8:50 pm
Location: Chicago USA

Re: I needs feedback on the maps I made (dodgeball and ZF)

by xbawkzes » Tue Dec 20, 2011 11:49 am

Failhorse wrote:Blender is suppose to be insane. There is a way out of the water. Just have to jump in right. The push doesn't just take you to 1 spot. if you move around at the right time it can lead you to a spot that will teleport you onto the ledge.


Must test this, I usually just get dragged into the spinny things of death
Ninja wrote:Well its not like our admins are any good.

Unusuals: 13/50
User avatar
xbawkzes
Donator
How to: Professionally Piss Off Head Admins.
 
Posts: 453
Joined: Thu Mar 24, 2011 12:08 am
Location: United Kingdom

Re: I needs feedback on the maps I made (dodgeball and ZF)

by GoDM1N » Mon Dec 26, 2011 8:23 am

tfdb_sandvich7
Is fine, caused some crashing not sure if this was the maps fault. Could use something to block players from going to the other teams side


tfdb_space
Laggy, very laggy.


tfdb_omgodmin
No on seems to be able to DL it without crashing

tfdb_blender_is_op
take the polls out so people can see, lower the rocket spawners


zf_darkwater
The zombie spawns are to easily spawn camped and too close to the point, they should be moved away to a safe place. Nobody knows where to go once the round starts, could make it more of a one way path. its too dark.....
User avatar
GoDM1N
Donator
Win a prize if you can read my avatar
 
Posts: 2261
Joined: Mon Oct 18, 2010 1:27 am
Location: NC, USA

Re: I needs feedback on the maps I made (dodgeball and ZF)

by Failhorse » Mon Dec 26, 2011 12:38 pm

]tfdb_sandvich7
Is fine, caused some crashing not sure if this was the maps fault. Could use something to block players from going to the other teams side
-Added a player clip in the middle

tfdb_space
Laggy, very laggy.
- rebuilt the vis clusters. Cut map depth in half and raised the ceiling


tfdb_omgodmin
No on seems to be able to DL it without crashing
- probably an issue with the file. DL's fine on other servers. But has been updated several times since the last csn update

tfdb_blender_is_op
take the polls out so people can see, lower the rocket spawners
- wrong version on csn. knitpicking on the poles. not removing them. move slightly to any side.


zf_darkwater
The zombie spawns are to easily spawn camped and too close to the point, they should be moved away to a safe place. Nobody knows where to go once the round starts, could make it more of a one way path. its too dark.....

- funny that red couldn't even cap the first point on recent tests. Already mentioned changes via steam IM. but since we gotta complain. deal with the darkness. it's a zombie map. As i said already added arrows and other things to guide players. Moved 4th cap. Fixed fog. ect ect.
Image
User avatar
Failhorse
Red Admin
 
Posts: 2171
Joined: Sun Oct 10, 2010 8:50 pm
Location: Chicago USA

Re: I needs feedback on the maps I made (dodgeball and ZF)

by Repoman » Mon Dec 26, 2011 4:43 pm

If the darkness bothers you on that map, you could always download the Tron skins for TF2. Ninja and I know this secret.
User avatar
Repoman
 
Posts: 646
Joined: Mon Oct 11, 2010 4:01 pm

Re: I needs feedback on the maps I made (dodgeball and ZF)

by jbeetle » Mon Dec 26, 2011 5:44 pm

The tfdb_sandvich map doesn't allow me to download it when I connect to the server...gives me that "cannot download maps/tfdb_sandvich.bsp. disconnecting..." type message.
jbeetle
 
Posts: 25
Joined: Sun Dec 18, 2011 12:38 pm

Re: I needs feedback on the maps I made (dodgeball and ZF)

by Failhorse » Tue Dec 27, 2011 11:20 am

Beetle is this recent? I updated all the maps yesterday.
Image
User avatar
Failhorse
Red Admin
 
Posts: 2171
Joined: Sun Oct 10, 2010 8:50 pm
Location: Chicago USA

Re: I needs feedback on the maps I made (dodgeball and ZF)

by jbeetle » Tue Dec 27, 2011 11:27 am

Failhorse wrote:Beetle is this recent? I updated all the maps yesterday.


I tried yesterday, probably mid day (est time).

edit: actually, I posted that right after I failed to join because of that map.
jbeetle
 
Posts: 25
Joined: Sun Dec 18, 2011 12:38 pm

Re: I needs feedback on the maps I made (dodgeball and ZF)

by Failhorse » Tue Dec 27, 2011 11:38 am

looks like they're not on the fast download compressed. gotta wait on fingerman.
Image
User avatar
Failhorse
Red Admin
 
Posts: 2171
Joined: Sun Oct 10, 2010 8:50 pm
Location: Chicago USA

Re: I needs feedback on the maps I made (dodgeball and ZF)

by Knees of Justice » Tue Dec 27, 2011 12:57 pm

I feel like the platforms on space could be a bit larger, especially when the server is full.

Not many complaints for darkwater, but it's almost too easy for the zombies.

Sandvich is a fun map, I like it. Sometimes I can't see where a rocket is coming from when they spawn from the bottom.
Image
MY SWORD HAND TWITCHES...
User avatar
Knees of Justice
Pink Admin
Hey there
 
Posts: 382
Joined: Mon Oct 17, 2011 8:20 pm

Re: I needs feedback on the maps I made (dodgeball and ZF)

by Failhorse » Tue Dec 27, 2011 1:43 pm

The newest version of space. When you can actually play it has about 30% more space.

Darkwater is all setup figuratively. The last update I changed the cap times and moved the 4th cap. They tested it this morning. Apparently some people are still having trouble with the fog. Going to freeze that, move the cap point again, and find out why the round ends if there's a cap in overtime.
Image
User avatar
Failhorse
Red Admin
 
Posts: 2171
Joined: Sun Oct 10, 2010 8:50 pm
Location: Chicago USA

Re: I needs feedback on the maps I made (dodgeball and ZF)

by mrpikmin2 » Tue Dec 27, 2011 7:14 pm

I was kind of confused on why a map name darkwater was dark, care to explain it 10 times?
User avatar
mrpikmin2
 
Posts: 411
Joined: Sun Feb 20, 2011 4:23 pm


Return to Team Fortress 2



Who is online

Users browsing this forum: No registered users and 1 guest