TV2 Custom Maps

For discussions on the organization of the custom maps server TV2

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Post by Masakari » Mon Dec 21, 2009 3:47 pm

[quote="Guardian";p="215702"]
B's version took away all the things I hated about avanti_b1 and left us with an avanti map that fit in tf2 and was a ton of fun.

We might have to turn off the ctf crit boost for B's map though...(not at all like that's a bad thing).
[/quote]That can (And should) be something that mapmakers can actually embed into the map itself with a point_servercommand entity. I did something similar with the Meleemania map to allow the use key to work without having to execute a server config. Crit boost will be off for all A/D CTF maps anyways via a config on our side - that simply doesn't make sense in that game mode.
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Post by CastleDoctrine » Mon Dec 21, 2009 10:10 pm

[quote="Guardian";p="215693"]
[quote="Stevo";p="215686"]
Removing:
avanti_b1[/quote]

*rubs eyes*

Am I dreaming?
[/quote][quote="Masakari";p="215696"]Playing last night, it was obvious that the recent update broke the map (even more than it had already been broken, in my opinion). My hope now is that we can get B's map back on (Last time it was on there was a nasty spawning bug, and since I don't know if it's been fixed) sometime in the future.[/quote]Would you kindly elaborate on what it was that was broken? In the midst of having so much fun I must have missed it.

Do I detect the specter of anti-Church of Freeman discrimination? We have the right to freedom of religion you know. This is America, not a serfdom of feudal Europe.
Last edited by CastleDoctrine on Sun Dec 27, 2009 6:24 pm, edited 1 time in total.

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Post by Stevo » Sun Dec 27, 2009 2:01 pm

Updating:
ctf_flakey_b3

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Post by Stevo » Thu Dec 31, 2009 8:14 pm

Removing:
ctf_flakey_b3

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Post by Stevo » Sun Jan 03, 2010 10:17 pm

Updating:
cp_mainline_rc2 (was cp_reelfoot_rc)

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Post by Dirty Dan » Sun Jan 03, 2010 10:32 pm

[quote="Stevo";p="217570"]Updating:
cp_mainline_rc2 (was cp_reelfoot_rc)[/quote]

That's the jungle-y one right? I like it, but the middle point doesn't impress me. Major changes in this one?
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Post by Masakari » Sun Jan 03, 2010 10:34 pm

He redid the middle point in this one big time. Also a lot more signage.
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Post by Plinko » Mon Jan 04, 2010 12:00 am

Haven't discussed maps much lately. . .

Vector - I really think this is a bad map, and each stage is progressively worse than the previous.

Power - It's kind of boring as a gravel-pit clone. Too many bare areas.

Is the new Avantiville uploaded yet? I haven't seen in come up for voting but maybe I've just missed it.
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Post by Masakari » Mon Jan 04, 2010 11:39 am

[quote="CastleDoctrine";p="215765"]
[quote="Guardian";p="215693"]
[quote="Stevo";p="215686"]
Removing:
avanti_b1[/quote]

*rubs eyes*

Am I dreaming?
[/quote][quote="Masakari";p="215696"]Playing last night, it was obvious that the recent update broke the map (even more than it had already been broken, in my opinion). My hope now is that we can get B's map back on (Last time it was on there was a nasty spawning bug, and since I don't know if it's been fixed) sometime in the future.[/quote]Would you kindly elaborate on what it was that was broken? In the midst of having so much fun I must have missed it.

Do I detect the specter of anti-Church of Freeman discrimination? We have the right to freedom of religion you know. This is America, not a serfdom of feudal Europe.[/quote]The map was removed because recent updates with new weapons have made the map more and more frustrating. As it is, avanti_b1 is a direct port of a TFC map, and that means it wasn't adjusted to work in TF2. I'll stand out and say that I'm not a fan of direct map ports, as they simply don't work - thus why I enjoy Beeron's take on the map (And also why I'm not personally a fan of warpath, but let's not get into that). The tight, narrow corridors were making it easy to spam with the Eyelander, Direct Hit, etc. Plus with B's return and him fixing the spawn bug, we can get that added back on. We're not trying to dictate or anything, we're just trying to find a good balance between good maps, maps people enjoy, and trying out new maps.[quote="Plinko";p="217594"]
Haven't discussed maps much lately. . .

Vector - I really think this is a bad map, and each stage is progressively worse than the previous.

Power - It's kind of boring as a gravel-pit clone. Too many bare areas.

Is the new Avantiville uploaded yet? I haven't seen in come up for voting but maybe I've just missed it.
[/quote]Last I heard from Beeron was that one server op complained that his map crashed the server. I think he tested it and found that wasn't true....we could probably add it back in and see what happens. I'm all for it anyways!

I can agree with removing power....I was hoping it'd be good, but it is fairly mediocre and difficult to defend the last point. I honestly haven't played vector that much - to the point of I can't even remember what the map looks like. :P

I know right now my personal quest is to find a good, solid CTF map to put on there. Searching around, I found one that seems to combat turting in an interesting way (Something like system, but a little more predictable). Will have to take a better look at it tonight.
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Post by l3eeron » Mon Jan 04, 2010 12:57 pm

In regards to avantiville...

I had given the map to my buddy Atreus, which hard-crashed his server. But, when I tried it on my dedicated server, everything was fine. So before it goes "Live" I need to verify that it doesn't crash the server.

I have a non-HDR version ready for testing. By testing I mean the maps needs to be put through it's paces to make sure all the game logic and triggering systems work the way they're supposed to. Once we've nailed down that there isn't any game-breaking bugs, I'll add HDR and other cosmetic BS.

:D

Here's the files:

for players
http://www.stevotvr.com/~web3_beeron/ma ... le_b30.bsp


for servers
http://www.stevotvr.com/~web3_beeron/ma ... 30.bsp.bz2

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Post by Stevo » Mon Jan 04, 2010 1:07 pm

Adding:
ctf_avantiville_b30
ctf_atrophy_b4

Removing:
cp_power_b1

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Post by Guardian » Mon Jan 04, 2010 7:36 pm

ZOMG stevo turned blue!

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Post by Plinko » Mon Jan 04, 2010 8:09 pm

Atrophy looks neat, can't wait to give it a try!
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Post by Stevo » Tue Jan 05, 2010 2:44 pm

Removing:
ctf_atrophy_b4

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Post by Guardian » Tue Jan 05, 2010 2:52 pm

[quote="Plinko";p="217768"]
Atrophy looks neat, can't wait to give it a try!
[/quote][quote="Stevo";p="217902"]
Removing:
ctf_atrophy_b4
[/quote]

:lol:

What happened?

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