ctf_sf_fieldtrip

Anything dealing with the game Team Fortress 2 or the servers we host for it.
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ctf_sf_fieldtrip

Post by Avvatar » Fri Nov 23, 2007 1:24 am

I have just released ctf_sf_fieldtrip. It is a remake of the SourceForts map.
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All blocks are destructable. All blocks are currently set to 2k hp, except the "scaling ladder" that the opposing team has against your wall which is currently set to 5k and the "crawl" block in the flag defense which is set to 1k. You cannot hurt your own teams blocks. The time limit is set to 30 minutes.

You may repair your teams blocks by hitting them with an engineer wrench. Each hit can repair a maximum of 40 health. Every 4 health healed costs 1 metal.

Each fort has several entrances. There is a hole in the left end of the wall, a ramp at the middle-right, a soldier or demo can enter anywhere they choose and a scout can get in at the far right wall right before it gets taller.

Map is FINAL.

Changed in b2:
  • Textures properly included
    Removed "shininess" from blocks
Changed in b3:
  • Middle bunker breakable by either team
    All blocks (including flag defense) set to 3k health down from 5k
    • exceptions:
      • scaling ladders: 15k up from 10k
        crawl block: 1k down from 5k
    Added second layer of blocks around the flag
    Health/Ammo removed from sniper hideouts
    Wall added on right side sniper hideout to make it less viable
    Players should no longer get stuck on any ramps
    Nodraw error corrected on 1x5's
    Timelimit will lead to sudden death
    Enlarged the hill forts a little to make them easier to navigate
    The hilltops have been flattened, allowing the structure to sit on it evenly, correcting some difficulty entering
    Closed the small gaps in the front wall
    Entrance to base and flag defense widened, should be considerably easier to navigate
    Message alerting players to breakable blocks
    The map is now fullbright due to limitations of the compiler
Changed in b3b:
  • Removed block remnants in red flag defense
Changed in b6:
  • Middle bunker corners beefed up
    Make middle bunker less of an impenetrable fortress
    More anti-sniper walls added
    Remove largely unnecessary blocks from flag defense
    Retexture most of the map
    Fix blocks (reduce polys)
    Add j2 logo on blocks
    The map is no longer fullbright ^_^
Changed in b7:
  • Removed the decals from the blocks
    Reduced health on the majority of blocks to 2k from 3k
    Reduced health of the scaling ladder to 5k from 15k
    Thinned many walls to offer more diverse strategy
    Reduced the health paks in the middle bunker to medium from full
    Fixed several graphical problems
Changed in b8:
  • Fixed the "snagging" issue on many walls
    Replaced ramps with low poly blocks
    Removed a few lingering "snipe spots"
    • I am attempting to discourage sniping by forcing the sniper to be exposed to be effective
    Rework the front of the fort/flag defense to be tougher than the sides
    Add an alert when the flag defense is breached
    Allowing engineers to build inside flag defense once penetrated
    Add rules to the spawn room
    Made spawn rooms smaller
Changed in rc1:
  • Made the blocks shiny again
    Redid cubemaps
    Redid the spawn room lighting
    Added a little wall at the "main" entrance
    Made blocks repairable (THANKS bl4nk!!!)
Changed in rc2:
  • Made the blocks less shiny
    Made a "better" skybox
    Fixed some random shadows
    Messages now go to the correct teams
Changed in rc3:
  • Added env_sun
    Added a j2 billboard
    Changed the lighting
    Added some cover to right-side sniper ramp to prevent rocketing
    Fixed an exploit
Changed in rc4:
  • Moved the sun around
    Fixed the new ramp cover
    Added some lights to the billboard
Changed in final:
  • Moved the sun a bit to remove some deep shadows
Last edited by Avvatar on Fri Mar 07, 2008 6:42 pm, edited 13 times in total.
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Re: ctf_sf_fieldtrip

Post by Gr|m » Fri Nov 23, 2007 10:22 am

wow that looks boss
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Re: ctf_sf_fieldtrip

Post by joe » Fri Nov 23, 2007 11:35 am

it's on the server, in mapcycle for server 3
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Re: ctf_sf_fieldtrip

Post by Trizik » Sat Nov 24, 2007 4:06 pm

the house in the middle should have its block colors reversed so that blue is on red's side and red is on blue's side

that way the teams will have an incentive to destroy the blocks in that house

as it is right now, you're better off NOT destroying the enemy's blocks in that house because if you do you take out your own defense and the enemy has an advantage
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Re: ctf_sf_fieldtrip

Post by Avvatar » Sat Nov 24, 2007 4:14 pm

The middle blocks are all grey in b3 and can be destroyed by either team.
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Re: ctf_sf_fieldtrip

Post by Trizik » Sat Nov 24, 2007 4:18 pm

even better
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Re: ctf_sf_fieldtrip

Post by Avvatar » Sat Nov 24, 2007 4:29 pm

Hell, I'll just post it all before people ask about each thing.
Coming in b3:
  • Middle bunker breakable by either team
    All blocks (including flag defense) set to 3k health down from 5k
    • exceptions:
      • scaling ladders: 15k up from 10k
        crawl block: 1k down from 5k
    Added second layer of blocks around the flag
    Health/Ammo removed from sniper hideouts
    Wall added on right side sniper hideout to make it less viable
    Players should no longer get stuck on any ramps
    Nodraw error corrected on 1x5's
    Timelimit will lead to sudden death
    Considering enlarging the hill forts a little to make them easier to navigate
    The hilltops have been flattened, allowing the structure to sit on it evenly, correcting some difficulty entering
    Closed the small gaps in the front wall
My overall goal is faster rounds and fewer snipers. I am trying to remove overly effective sniping spots, and by speeding the game up with weaker walls I hope to make snipers less effective. If these changes are not enough I do have some more drastic changes in mind, but I'd really rather gently encourage people not to snipe. I really despise class restrictions and I have several more things to try before I get down to that.
Last edited by Avvatar on Sun Nov 25, 2007 6:18 am, edited 2 times in total.
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Re: ctf_sf_fieldtrip

Post by Mad_Dugan » Sat Nov 24, 2007 6:28 pm

Last night when we were playing this map, I noticed that the small, destroyable forts on the left side of both bases have gaps in some areas where the walls meet the terrain. I was able to snipe players (foot shots) when they otherwise thought they were in cover.
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Re: ctf_sf_fieldtrip

Post by ayeyah » Sat Nov 24, 2007 8:46 pm

Ditto, Mad_Dugan. Also, you might not get accurate feedback on TF3 since it has overheal on, which means eventually one team figures out that they can do the medic-pair thing and win in 3 minutes.
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Re: ctf_sf_fieldtrip

Post by joe » Sun Nov 25, 2007 2:02 am

can you shrink the whole map by 50% maybe i'm wrong but it feels like it's about double the size of the old SF map
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Re: ctf_sf_fieldtrip

Post by Trizik » Sun Nov 25, 2007 2:45 am

in response to joe, it does seem bigger. i haven't decided if that's a good or bad thing yet. right now i feel like it's too big but i'll probably have a different opinion after a week of playing it

Avvatar, i definitely think the hill forts should be enlarged if that will ease navigation

making all blocks destructible and lowering their health is the best improvement you could have made to the map in my opinion. 3k might even be a little high...
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Re: ctf_sf_fieldtrip

Post by Avvatar » Sun Nov 25, 2007 6:12 am

Oh yeah, I forgot it in the list, Dugan. The hilltops have been flattened and the forts sit on them flush. This also corrected the difficulty of getting in the front entrance sometimes.

Joe, the map is a little larger, because the TF2 characters are larger. But in addition, the characters are slower, making it seem larger than it is. But, it is nowhere near double the size. And I will not be scaling it. Scaling a map is not as simple as grabbing a corner and dragging it. I would have to remake half the map and I'm simply not going to do that.

Trizik, I don't want killing walls to be too trivial. I want the team to decide where they want a hole and to work together making it. I don't want each player making their own hole.

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Re: ctf_sf_fieldtrip

Post by ayeyah » Sun Nov 25, 2007 1:04 pm

3k actually isn't too bad. I paired up (as a heavy) with a soldier, and we punched a hole in the wall in <5mins.It's just that people are too lazy to do it. Maybe add some info at spawnpoints?
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Re: ctf_sf_fieldtrip

Post by joe » Sun Nov 25, 2007 1:43 pm

yeah i don't think most people realize the blocks are destructible. maybe just a little sign in spawn room?
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Re: ctf_sf_fieldtrip

Post by Avvatar » Sun Nov 25, 2007 8:25 pm

Ayeyah, that was at 5k health. It's really not so high, but at 3k the round will move faster, and with the destructable flag defense it will hopefully move faster still.

Yeah, I'll see what I can do about making a message that blocks are destructable.

I haven't had much time to work on it the last few days so I still need to find a few hours of free time to finish up some of these fixes.
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