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Possible vsh_turbine_lz changes

Discussion in 'Team Fortress 2' started by Darkness899, Nov 2, 2012.

  1. Darkness899

    Darkness899 Registered

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    As you might know, we have an edited version of ctf_turbine on the vsh servers: vsh_turbine_lz.
    The map is rather hard for hale the way it is now: a couple of sentries on the little buildings in the capture point room or in the vents make it most of the time almost impossible for hale to win (I don't say it isn't possible, but for new people its hard!). Because of this, alot of people dislike the map.

    Therefore, I present to you some changes:

    Possible changes:
    #1 Add a new vent section
    [​IMG]
    This will reduce the distance hale has to walk under sentrygun fire.

    #2 Add func_nobuild and/or trigger_hurt (deals dmg, will set it to dmg after a while)
    [​IMG]
    Engineers are unable to build their buildings, making it (probably way too easy) easier for hale and/or the players in the vent have to come out in order to stay alive.

    #3 Make the vents bigger/higher
    This will allow hale to walk more easily through the vents.

    #4 Other changes
    Please make suggestions

    #5 Leave it the way it is now


    Feedback on other elements to improve the map are appreciated aswell!
     
  2. Anonymous

    Anonymous Guest

    i told you what i would prefer honestly, with the vents hurting + no building
    nothing more to say from my side ..
    lets see what others think of it
     
  3. Shadow

    Shadow Registered

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    More vent entrance/exit's more connected parts around the map (in a sense more ways to and from control points not just one)

    Playerclips on some spots above points so players don't go camping there

    some wooden planks or similar ways to get to the 2 containers around main points (arena one) so hale doesn't necessarily have to jump up (some people still aren't good at it and might prefer walking up if possible)

    remove the concrete beams around the main point (arena one) so hale can jump freely around the middle at least (or with less restriction)

    Add more spawn points for hale (not just on point)

    More ways for people to get out of spawn room and walk around (perhaps a new vent or pathway to the point coming out of doors near hp packs going from the spawn near the ammo pack

    make it possible for a few spots around the walls for people around the point can sit if they rocketjump (sticky jump more like it and place trapstickies) [4.ex: Lightposts (small ones)]

    This is just a personal favorite but it's optional for you. Add some way for hale to get trapped to lose a bit of hp (like on abysmal that I made the chainsaw trap) I just love making traps though this is upto you and your likes.

    Hope this gets you some ideas at least. Enjoy

    Note : Never ask a question about ideas.. I get a " buffer overflow " ;)

    Cheers
    ~Shadow
     
  4. Darkness899

    Darkness899 Registered

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    Thanks for the list, appreciated. I should have known I had to ask you :lol:

    After reading all the ideas, I might just connect the door entrance near the spawns with the one at the cp room, make an additional vent part, starting from the existing vent going to the cp room and add wooden planks from the stairs onto the containers (had that idea already). The ceiling props and beams are already non-solid. I knew that it was a problem. Deleting the barrels near the sentryspots at the cp would slow the engis down and give the hale more time to intervene.

    If you have suggestions of where the hale could spawn, please post them.
    The only spots where I could see him spawning, is on the formal intelligence points, but that would mean a disadvantage for
    team who spawns on the same side as hale.

    I also prefer not having these 'killing traps' (atleast on this map). It's hard enough for hale already :)
     
  5. Zeyon

    Zeyon Registered

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    I like maps being balanced, but just dont make it TOO easy for hale. I dont like when maps gets dumbed down so much any hale can win without even have to think tactically.
     
  6. Darkness899

    Darkness899 Registered

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    What changes from my post above are too much for you? I haven't worked on it yet, so please, come with suggestions.
     
  7. Shroobus

    Shroobus Registered

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    Pst Darkness...
    This isn't a useful suggestion but..
    Put a toilet somewhere
     
  8. Snelvuur

    Snelvuur King of Sand

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    A killer toilet.. insta kill.

    those beams in the middle makes sure that hale jumps correctly, leave them. If you are going to nerf the vents its going to be a lot harder anyways. (for the players)

    Also , if your on top (where the vents come out into the middle) on top of there you can jump on the drawing/alarm bell, dont know if that is intended (dont think so)

    And also in the real map version where the intel is, you can jump up there too and sit on the ledges (for no good reason)

    Last but not least, if your going to make it harder for the players, at least put some ammo/health packs in the middle or around the place.. now its just too low (metal anyone?)
     
  9. Darkness899

    Darkness899 Registered

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    For all your needs:
    http://forums.tf2maps.net/showthread.php?t=20432

    See above :D

    If I leave the vents like they are now, I can atleast make the beams on the middle room ceiling non solid so hale has an advantage somewhere. But that's just what I think.

    Never noticed that, thanks

    Clipped them off already, players can't sit up there anymore

    Will keep it in mind.