Dragonhills cp_blackmesa feedback trial

soulnothing

Rookie
Joined
Mar 6, 2008
Messages
97
Dragonhill the creator of the map cp_blackmesa is having a stress test on his map at 9pm est (convert to other time zones here) tonight on his server. This is currently a beta and he wants as much feedback as possible. This is so he can push it to final as quick as possible. So anyone that can come and provide feedback would be great. Heres the message i got from him

"Going to try to get 32 players to test my map tonight, try to join and download the new map some time today so you can jump on quicker. time should be 9pm est. server is 69.90.34.121:27015"

Also you may want to try and download the map earlier due to the fact that downloading takes a while

Thanks all.
 
link bound to change accidentally clicked delete link

Download place into
C:\Program Files\Steam\steamapps\(username)\team fortress 2\tf\maps

Also if you single play and come across any bugs/issues/comments post em here and dragonhill will look at them.

Note to mods/admins, not trying to list exploits for cheaters, just trying to help the map maker. If this is inapproiate please delete
Bug/Exploit (Dragonhill just has to use the no building brush this comes in last phase)
In the side rooms with doors marked top secret. You can build a sentry in the doorway. The door will close and the turret will still stick through the door. You can also upgrade the sentry by wacking the door. Cannot say for sure it will fire at enemys but its highly probable.
 
Dragonhill, here is a list of things i have noticed.

1. Every time you try to cap a point it says "final cap point being captured."
2. Alot of people are getting the error of "unreliable snapshot error" or something like that.
3. When you go back to spawn to change character you die, instead of changing character.

Still testing, due to number 2 issue i've got booted from the map. And now its full :P
 
tried to play it but it was full.... wish i could have given the snipers perspective
 
Also some doors dont always open when you walk through them.

Overall i like your map it is whole lot of fun , good job man, it is a heck of an effort. Oh yeah, join the clan :)
 
[quote1209439101=Captain Mental]
Also some doors dont always open when you walk through them.

Overall i like your map it is whole lot of fun , good job man, it is a heck of an effort. Oh yeah, join the clan :)
[/quote1209439101]

Yes, I noticed it when I played it a while ago..

But, overall, it's pretty good!
 
Yeah its a great map, I had loads of fun, I did get kicked also with the unreliable snapshot error, but luckily was able to get back in. The vents are extremly cool, so many places to go its like an aladdins cave.. I love it.. congrats ! Looking foward to playing it some more when you have ironed out a few bugs :)
 
Yeah, it's awesome and has lots of places for a sniper to be. However, there's one thing that bothers me that wasn't talked about in the posts here is the last point: If you put 3-4 sentries there, it's almost impossible to cap, because every people spawns back really near it. I saw a uber heavy enter that room and 2 sentries pushed him away until the uber was down, then killed him. Otherwise, I find it really enjoyable ^_^
 
[quote1209446553=GardenGroveVW]
Dragonhill, here is a list of things i have noticed.

1. Every time you try to cap a point it says "final cap point being captured."
2. Alot of people are getting the error of "unreliable snapshot error" or something like that.
3. When you go back to spawn to change character you die, instead of changing character.

Still testing, due to number 2 issue i've got booted from the map. And now its full :P

[/quote1209446553]

also, the doors are tricky about not opening all the time. and a few more health packs would be appreciated. otherwise, this map feels great - a nice control point map thats LargE. It might be a more 'concentrated' effort in the melee action if the cp's were ordered; that is, if you have to win them in order to proceed. it's just a thought; I throughly enjoyed being pawned in your map :p
 
Loved it. My only complaint is how easy the lower point is to defend with sentry guns. We actually called them off at one point, just siad "don't build sentries in the lower point, takes all the fun out of it."
 
[quote1209450091=Drew The Pirate]
Loved it. My only complaint is how easy the lower point is to defend with sentry guns. We actually called them off at one point, just siad "don't build sentries in the lower point, takes all the fun out of it."
[/quote1209450091]

That may be a hold over from the older version that I've played before. On the older one I played, if a team took all 4 upper floor points, they locked, and the other team was left to defend that point until map's end. That seems to have changed in this new version. The ease of the SG defense on the lower floor may be partially due to that feature.
 
Hi every one,
Thanx for stress testing my map last nite. I'll try to go over the many issuse that I want to address for the next map.
1) I had planned to release the next map as the "final" version. It is obvious the map is not ready for that. I need to incorporate all the changes from last nite first, then test again before final release.
2) doors - I have found MAJOR problems with the doors. Apparently when I duplicated the red side to make the blue side I did not properly rewire many of the triggers. I will need to review each and every trigger
3) capture points - Currently they all say "final control point being captured". I will fix this. Also each team can freely capture any of the middle 3 points in any order. I'm thinking of changing this to the center can only be captured IF the outer 2 are held by your team. This may help focus the teams better since the map is large (path wise).
4) more health? I was hoping to see more meds healing but this map is a fast map. the jury is out on this one.
5) portal room - this became a real non use item as the maps control points change so fast. The map was based off a NS map where each side had only one control point, not 5. This made the teleport room VERY important. This may change if i institute the control point requirements change (once you cap the center you only have the final left which is a short cut with the portal room).
6) snap shot error server kick - I have recieved this on valve maps in the past but not anymore. I must have stumbled on the same problem as they and will now need to hunt it down. I fear it may have to do with my high ent_data count (currently @ 89.5%) when i when over 100% on early versions the map would give the same error. what adds to the ent_data count you ask? spot lights, movers, those kewl player models in the respawn room. Basically everything you see in my may that you never see in a valve map. bummer.
7) Tram for the cave area. Yes, every one loves to see more HL1 items in the map. I have to be very careful what I use. Basically i make my own stuff from brushes (which gives it that un-valve look).
8) no-build area - i need to go over the entire map and zone off bad build areas. I'll leave the lower struts in the cave area open for those qwazy engs that like to take a chance.
9) player clip more items that stick out too far. basically try to run along a wall and if you "catch" on a model that needs to be fixed.
10) review additional comments and integrate if possible. I know some of you are concerned about the lower area and engineers. From what i can see if one team sets up 4 sentries down there it still is possible to take them out once you understand the layout (sniping from the upper floor, using the stair wells/sniper balconies to hit them while out of range/use spies.etc. I DID leave alot of ammo down there. Maybe reduce that to slow the sentry building
11) signs - the level needs more signs. The newer version already has some more. I may need to add even more

thats it for now, thanx guys!

~D
 
Additional note: after reading the comments about the sentries (and players agreeing NOT to place sentries down there) i'm going to be looking at ways to add more cover down there. I hate blocking off areas to build if i can. so rather than Nerf the sentries by not allowing them to be built i'd rather give the players opportunities to take the sentries out.

~D
 
All the issues i saw have been covered. As to the game play i'm a bit mixed i like the way you can choose the path. However it seemed to sorta of get rid of teamwork. The only place i saw alot of teamwork was on the last point which was a pain to get into. Due to the amount of sentries in the room. So im unsure to make it linear you have to get point a to be able to get point b. Or leave it as is.
 
Soul - if i implement the new cap requirements it will focus the teams more

the plan is either team needs the center to cap the opposing main
to cap the center you need to own the 2 outer cap points (flanks)
a team could cap the opposing main point with out owning the outer flanks.
i need to research this but i think it's possible
so to win, you need to cap the 2 outer points which unlocks the center,
then cap the center which unlocks the enemy main.
at this point the enemy can cap the outer points and have NO EFFECT on your team ability to cap the enemy main point. it does allow them to try to cap the center though. does this make sense?
this also makes the portal room more meaningful as once the center is capped your team will want to march on the enemy main point ASAP

~D
 
Dragonhill, you're a skilled map maker and even with a few flaws, that map as great potential. I think you should be rpoud of yourself and i am certainly proud i was able to test what can only be a better map in the future.

Good job sir!
 
Everything you pointed out seems to have answered my concerns. However, I do want to say this:

Keep the portal room the way it is.. I personally think that whoever is in possession of that center point who only need to take the enemy's final point can use this room to their advantage for ubercharges, as medics can't possibly be killed by the enemy unless an enemy spy is lurking in that room already. If the team can keep good defenses at points, that room can be very crucial to ending a game. :)
 
Hi again everyone. Thanx for the support and the props.
I worked on the map last nite and found the fatal portal doors bug. I fixed it but then today I found an killer silent hill siren wav file that got me thinking. I plan to change the door logic so that they only open from the inside. When a team caps the center i'll fire off the silent hill siren and then manually open the owning teams portal door and keep it open until the center cap is captured (then we switch sides). Any one can enter but the defenders portal door will be one way. This should help encourage the attackers to use it and prevent back wash at the defenders end (yes, camping the door open will work but that last until you get back stabbed).

this also helps indicate who owns the portals as thier door is perm open while they own it.

~B
 
Back
Top