TV2 Custom Maps

For discussions on the organization of the custom maps server TV2

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Ra^Groz
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Re: TV2 Custom Maps

Post by Ra^Groz » Thu Oct 29, 2009 10:03 pm

So I had switched from Vista to Windows7. And doing so I deleted the map I was making. I haven't really got a chance to work on it much since school had started this fall and didn't think to even make a backup of the map before switching over because it didn't cross my mind to do so. I really don't feel like making my map over again. I had did so much different things to it. Spent so much time on it changing it around to make it perfect. Just kind of disappointed I deleted it. It was a big 32-player ctf map. Thinking of doing something a bit smaller this time. I kinda want to keep to the classic team fortress ctf map since there isn't many of those in tf2. It seems as though everyone wants cp or payload. Just wanted to get some opinions.

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Re: TV2 Custom Maps

Post by Stevo » Sun Nov 01, 2009 2:24 pm

Adding:
cp_reelfoot_b3
cp_woodstock
plr_panic_b1
plr_solitude_b1

Removing:
ctf_system_b3
pl_rivercrossing_rc2a

Updating:
ctf_haarp_b2
ctf_snowdrift_b2
Last edited by Stevo on Mon Nov 02, 2009 11:47 pm, edited 1 time in total.

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Post by Masakari » Mon Nov 02, 2009 4:52 pm

Stevo ninja-ed this in to the previous post, but we did do a major map update today (Six new maps!). Best change this time around - we do have two custom payload race maps now! As well, we've added two new A/D CTF maps, as well as two 5CP maps as well (Making the amount of 5CP maps we have.....three. Probably about time we added some!). I've personally taken a run around the two payload maps as well as the two A/D CTF maps, and they're both fully textured and rather interesting.

Of special note: plr_panic is made by Ravidge, the evil mastermind genius behind ctf_system. And, as one might expect after we've all played ctf_system, he's found a way to shake up gameplay on the last stage - the entire 3rd stage is downhill, and requires you to always be touching the cart to prevent it from falling to its doom!

System and rivercrossing are both removed, but I think that of either coming back in the future is not out of the realm of possibility. I think everyone's got a good fix out of system, we've got some good feedback (And three hours of SourceTV demos already passed on to him!) that I'm sure he can use to his benefit, and with any luck we'll see a new version out of him in the future.

It should also be mentioned that both PLR maps are in the category of "symmetrical maps" for the time being, and will only show up in voting with more than 12 players on the server.

I look forward to testing all these maps out tonight!

(As well, since the Cup is drawing to a close and I'm looking at having a super-special Circus Night the week of the 15th, if anyone has any new maps to test out, that would be great!)
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Post by Stevo » Mon Nov 02, 2009 11:47 pm

Any feedback on the new maps from those who played?

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Re: TV2 Custom Maps

Post by Flobee » Mon Nov 02, 2009 11:55 pm

I didn't get to play Panic, but Solitude seemed pretty decent. So...+1 for that one!

But I can't even remember most of the others, so I either have no opinion to give, or perhaps the fact that I don't remember them is opinion enough. That they were so forgettable I already forgot them.

Although, I do remember that Premuda one, with the really crazy intellimagence backpack that heals you. That was pretty lame. Also, it was horridly optimized. I was getting such a bad frame rate I couldn't focus properly, and it even started to hurt my eyes.
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Re: TV2 Custom Maps

Post by Guardian » Tue Nov 03, 2009 12:00 am

plr_solitude: 1st stage: ok, 3rd stage: also ok. 2nd stage: Can be summed up by this song: http://www.youtube.com/watch?v=g8huXkSaL7o . short respawns + virtually no travel distance = not good. It also is a bit too cramped.


cp_reelfoot_b3: This map looks like it'll be good..... eventually. In the meantime the spawns areas are a bit broken. Sometimes you spawn right next to the control point your defending and some other times you spawn on the point right after. Other then that the gameplay flowed smoothly or at least until some heavies had picnics and we didn't have enough to push.... I look forward to better versions though (I read the author is fixing it on TF2Maps.net).


I didn't get to play any other maps.

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Post by Masakari » Tue Nov 03, 2009 4:48 pm

Both the PLR maps have had their respawn times increased to approx. 13 seconds. That should help some of the problems.

Slate and premuda were both removed....neither were overly good or impressive. I think in general I find A/D CTF maps a difficult beast to tackle just because it's so easy to do a run-and-cap.

Reelfoot suffers from "Where am I?" syndrome. I mentioned in the map's topic about adding some more signage to let people know where to go, and one of the authour's friends agreed with me (And by the way, the authour was actually playing with us for a bit, and I made sure to friend him so I can report bugfixes and what-not to him)
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Post by Masakari » Wed Nov 04, 2009 10:17 am

A quick note before people complain/think it's a bug:

plr_panic's third stage has a feature in it where once the carts are at the same point on their respective tracks, they will move at the same speed (Which is 1X I think) regardless of how many people are on the cart. When one of the carts is behind, it then follows regular rules of speeding up until the carts are back at the same point on the track. The whole point is to put an equal pressure on offense as defense. Instead of just having a bunch of scouts on the cart for speed, you need to make sure you're attacking the enemy cart as well if you want a chance to win.
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Re: TV2 Custom Maps

Post by Guardian » Thu Nov 05, 2009 11:46 pm

Can we get a small increase to the spawn timers on freight.

Lately it's been stalemating lately because enemies return to quickly to the point faster then you can push especially around the last point. Sometimes I don't even get to see the respawn timer.

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Post by Stevo » Thu Nov 12, 2009 5:49 pm

Updating:
cp_vector_b2

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Post by Stevo » Tue Nov 17, 2009 7:42 pm

Updating:
cp_reelfoot_b4

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Re: TV2 Custom Maps

Post by TheBulch » Tue Nov 17, 2009 9:25 pm

Has anyone managed to win panic yet without the cart taking a dive into the abyss? It seemed to me the goal of that one is more not losing than winning...

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Post by Bronze Fox » Tue Nov 24, 2009 6:19 pm

I suggest KoTH_Staging, which is a normal KOTH map, but the CP moves.

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Post by !B a T m A n! » Tue Nov 24, 2009 7:48 pm

makes a payload please c:
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Post by Stevo » Fri Dec 04, 2009 1:17 pm

Updating:
cp_reelfoot_rc

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