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TF2 Maps

Discussion in 'Team Fortress 2' started by Killvion, Jan 3, 2012.

  1. Nekronion

    Nekronion Registered

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    Well I think there kind of need to be more big maps, since when there are 25+ players (Not sure what the cutoff is), then there are only like 10 maps avaiable, while maps that are viable for more players never get played due to not being when the server is filled.
    In my opinion in addition to new maps some of the maps that are currently sloted for fewer players should be moved up or the player restriction even removed entirely.
     
  2. Snelvuur

    Snelvuur King of Sand

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    Everybody is free to help out indeed, thing is that we implemented it so that small maps can be played when there are less players. Because playing oilrig with 30 people is just silly as an example. Playing crevice with 5 people is also time consuming.. i think we can all agree on that a bit ;)
     
  3. PixelBacon

    PixelBacon Registered

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    vsh_faced_v3 (or whatever version it has in the current map list)
    The water is still missing a texture, meaning if you go underwater, your screen is blocked by the "MISSING-TEXTURE-LET'S-GIVE-YOU-EYE-CANCER"-colors.

    vsh_concord_lz_b3
    Something needs to be done to the pit. One pyro can just airblast you into it and because the platforms over it have a railing on them, it makes the space in which hale can get out of there extremly small. Not to mention the Engis camping in the middle room over the pit. If a Sentry (or even 2) are built on the middle platform with the health kit on it, they can't be raged while standing on the point above while the people standing on the side platform at the wall are affected by it. My suggestions: 1. Remove the railings from the metal platforms over the pit (in the side rooms), 2. Lower the metal platforms over the pit in general (also side rooms), 3. Either raise the platforms in the middle room over the pit or lower the room with the CP in it
     
    #43 PixelBacon, Aug 27, 2015
    Last edited: Aug 27, 2015
  4. Darkness899

    Darkness899 Registered

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    Should be an easy fix, the waterbrush isn't made how it is supposed to be made (water texture on all side instead of only the top face). Is there anything else this map could use? Do the teleporters work in vsh?
    I think some people complained about the bad performance on the map. This map is essentially the same as riverwood (the other map on which people complained about performance): an open plain with some stuff that doesn't block what is being drawn in the engine, i.e. the map is being drawn anywhere you go. There isn't much that can be done to improve that.

    1. Could work, but hale can also 'fall' more easily
    2. How would lowering those platforms help? Does the super jump not reach the platforms?
    3. Lowering the cp room would be the easiest thing to do. I don't know what the range of the rage stun is so that would require some experimenting (or if anyone could provide that value).
    Another option might be to connect the platforms which eachother (see red). But that might make it too easy. Alternatively I can open up the sides and extend the ledges outward (see green).
    [​IMG][​IMG]

    4. Anything else?
     
  5. PixelBacon

    PixelBacon Registered

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    Yes, they do and sadly it leads to Engineers using those indestructable teleporters + Eureka Effect to teleport back and forth, basically just wasting time.

    The super jump does reach the platforms, the problem is that the gap between the ceiling of the room and the platform is pretty small and if a Pyro airblasts the hale off the platform, he doesn't have enough room to strafe around to land on the platform again. Same with the super jump: If you fall down and use the super duper jump, you get a ton of speed sending you upwards, but the more speed you have, the less time you have to get on the platform.

    As I said, it doesn't need to be much, since the people standing on the platforms on the walls are affected by it while people/sentries on the middle platform with the health kit on it aren't.

    I think the platforms would be a solution, but maybe you can make them destructable to balance it again? Extending the ledges with an opening in the wall is also a good idea so that this room does just have two entrances/exits.
     
  6. Nekronion

    Nekronion Registered

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    Well I have been searching a bit in the various VSH and arena map departments, if there are any maps that might be worthwhile to be added. So I would like your opinion on these:

    arena_discovery:

    http://tf2maps.net/resources/discovery.824/

    arena_hardhat:

    http://tf2maps.net/resources/hardhat.691/

    vsh_abandoned_office:

    http://tf2.gamebanana.com/maps/187520

    vsh_brewery:

    http://tf2.gamebanana.com/maps/187924

    vsh_teul:

    http://tf2.gamebanana.com/maps/187332

    vsh_town:

    http://tf2.gamebanana.com/maps/187343

    arena_powercore:

    http://tf2.gamebanana.com/maps/183637

    arena_kalabasha:

    http://tf2.gamebanana.com/maps/182225

    arena_caverna:

    http://tf2.gamebanana.com/maps/180441

    arena_ferrous:

    http://tf2.gamebanana.com/maps/180344

    arena_scorched:

    http://tf2.gamebanana.com/maps/165181

    arena_namicott:

    http://tf2.gamebanana.com/maps/175125

    arena_minetown_large:

    http://tf2.gamebanana.com/maps/173007

    arena_artefact:

    http://tf2.gamebanana.com/maps/146991

    arena_yunshu:

    http://tf2.gamebanana.com/maps/178389

    arena_railyard:

    http://tf2.gamebanana.com/maps/154230
     
  7. Nekronion

    Nekronion Registered

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  8. Panromir

    Panromir "10/10 amazing guy"

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    Can you please look them up on the TF2 Maps workshop and see if they're there? We would prefer to test maps from there.
    Thanks~
     
  9. Nekronion

    Nekronion Registered

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    Fine:

    arena_discovery:
    http://steamcommunity.com/sharedfiles/filedetails/?id=454116880&searchtext=discovery

    vsh_abandoned_office:
    http://steamcommunity.com/sharedfiles/filedetails/?id=527838230&searchtext=vsh_abandoned_office

    arena_powercore:
    http://steamcommunity.com/sharedfiles/filedetails/?id=454237825&searchtext=powercore

    arena_ferrous:
    http://steamcommunity.com/sharedfiles/filedetails/?id=454169882&searchtext=ferrous

    arena_scorched:
    http://steamcommunity.com/sharedfiles/filedetails/?id=454833996&searchtext=scorched

    arena_namicott:
    http://steamcommunity.com/sharedfiles/filedetails/?id=455626091&searchtext=namicott




    Most are not on the workshop, so you would have to get them from the other link:

    arena_hardhat, vsh_brewery, vsh_teul, vsh_town, arena_kalabasha, arena_caverna, arena_minetown_large, arena_artefact, arena_yunshu, arena_railyard.

    gamebanana and tfmaps are legitimate sites though so that should'nt be a problem.
     
    #49 Nekronion, Dec 7, 2015
    Last edited: Jan 9, 2016
  10. Panromir

    Panromir "10/10 amazing guy"

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    vsh_brewery: http://steamcommunity.com/sharedfiles/filedetails/?id=543932197

    arena_hardhat: weird version history. Seems to be from 2011. We can upload this one to the workshop ourselves, unless someone is willing to contact the creator.

    vsh_teul: No Workshop version yet. Please try to contact the author.

    vsh_town: alpha version, no updates, no workshop version, dismissing.

    arena_kalabasha_b3: author is inactive, beta version, not on workshop.

    arena_caverna: final version released, can be added to workshop by us if necessary.

    arena_minetown: No fuck minecraft maps.

    arena_artefact: added 5 years ago, beta, no updates, dismissing.

    arena_yunshu: contacted author to add the map to the workshop, he is still active.

    arena_railyard: 5 years old alpha, dismissing.
     
  11. Snelvuur

    Snelvuur King of Sand

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    @Nekronion although not what you would want, but if there is a admin present, feel free to test out a map. You can ask the admin in question to change it to "changelevel workshop/<id number>" which in term will change the server and everyone will download it, hence why its so good to use workshop items. Easier to test for everyone and every admin can now initiate a test for a new map.
     
  12. Darkness899

    Darkness899 Registered

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    So every map from the workshop can be played on the server, without having to first upload it to that server by hand? Pretty cool.
     
  13. Nekronion

    Nekronion Registered

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    This post is just memory list

    1. Needs a Cp fix so it cant be capped. Suggested Range 10-20 player

    2. Fine and can be added. Suggested 15 and above Players.

    3.Death Pit too large not added

    4.Can be added after an exploit fix in the overall map. Suggested 10-25 players

    5.To be tested

    6.Can be added (Could use some more ammo packs thought) Suggested 15+ players

    7. Fine and can be added.Suggested Below 20 players

    8.Not Added. Lava Pit is insta kill

    9.
     
    #53 Nekronion, Jan 9, 2016
    Last edited: Jan 29, 2016
  14. Snelvuur

    Snelvuur King of Sand

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    7. needs a fix, you can build on the train at spawn to go outside the map.
     
  15. Nekronion

    Nekronion Registered

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    Can you inform the mapmaker of it? Since you found the exploit in the first place you can more precisely tell, how it occurs.
     
  16. Darkness899

    Darkness899 Registered

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    Which map is number 7? If it's about a train and near a spawn, the problem should be fairly easy to find.

    @Nekronion could you explain these 2 points a bit more?

    And is 1. Discovery and is 4. ferrous?
     
  17. Nekronion

    Nekronion Registered

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    Yes the numbers correspond to the order in my quoted post, Snel probably mixed it up.

    1. Has a CP that is not only instantly avaiable, but can also be capped very fast. This meant that people would go mass Pyro and win rounds by capping while airblasting Hale away.
    If the cp is locked the map will be perfectly fine to put on the server.

    4.Is the map Snel was actually referring to. I haven't personally seen the exploit to get out of the map via the spawn train, so Snel probably knows more about it.
     
  18. Darkness899

    Darkness899 Registered

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    Right, thanks. So for discovery, would having the cp start of locked (like any other arena map), and with a longer cap time, do the trick? I'll fly around in ferrous in the editor to see if I can find the exploit.
     
  19. Nekronion

    Nekronion Registered

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    Yes that should work.
     
  20. PixelBacon

    PixelBacon Registered

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    Pretty sure it was the train at hale's spawn where you could built on top, if that's any help.