DragonHill's Blackmesa

Well Dragonhill already knows this, but the Jaws of Death doors need to be fixed or need to go.

Some maps or better directions about which way each point is would help as well.

There were also a few no-sentry zones near points L and C that didn't really seem to make much sense. I think it's right near the falling white structure. That might be intentional though.
 
I loved it. Only three problems I noticed. 1. the doors(as if you didn't already hear 8 ppl saythat.2. the textures seemed to go in and out of that pinkish color. 3. the connection error.

Dragonhill, other than those it's a wonderful map and kudos to you.
 
I found it to be a bit confusing and got lost quite a bit, but I imagine after playing it more it should be easier to understand. Otherwise I thought it was a cool and interesting map. i really liked moving around in the vents, makes me want to play HL again.
 
a bit confusing but good map, prob wont play on it much because i lag soooo bad on wide open maps
 
I reaaly like the latest version it is quicker round which are morefun, the vents suckers rock.

Only problems have been mentioned: Connection, Sentries, and Iron Curtain of Doom.
 
Hi every one,

thanx again to those that helped out last nite. The map played faster than i ever expected. Damn that was fun.

I will be addressing the doors of death and look into having "warm up" time, this may address the connection prob on map start up. The spawn room is chock full of entities which is what i believe is causing the problem (every ones client has to sync all that data in a very short time period). I did remove a few entities from previous which has helped a little.

I do want to make some textures showing both the upper lvl and lower lvl as a map for directions. But to be honest, playing the map a few days will be enough for anyone to learn the map.

i may have to make the final cap points "owned" at start. I saw a bug at the start of the map where each team was being told their last capture point was being captured. This may actually be a bug in TF2. I noticed warpath does not set all cap points to "neutral". Purhaps it had same problem and the solution was to just set final points to their owners at start.

once again, thanx every one. It made my nite.

~D
 
The water towers in spawn can be build in and walked through, at the second cap points your couldnt build much anywhere, some detailed maps in spawn would be nice to not turn of new players. Of course I have to say the doors of death dont work. It says your final point is being capped when the enemy caps thier first point. The door to the battlements could be open at the beginning of the the game after the first point is capped and it would give people a choice between capping second point and taking the lift or running down the battlements to snipe the enemy. The ventilation shafts were a nice touch and when I was just standing there watching the enemy from the top it really confused them, funny stuff there. A great overall map, and although the spawn room is nice I think it should be toned down a bit to fix the connection problems.
 
[quote1212434323=Carmine]
The water towers in spawn can be build in and walked through, at the second cap points your couldnt build much anywhere, some detailed maps in spawn would be nice to not turn of new players. Of course I have to say the doors of death dont work. It says your final point is being capped when the enemy caps thier first point. The door to the battlements could be open at the beginning of the the game after the first point is capped and it would give people a choice between capping second point and taking the lift or running down the battlements to snipe the enemy. The ventilation shafts were a nice touch and when I was just standing there watching the enemy from the top it really confused them, funny stuff there. A great overall map, and although the spawn room is nice I think it should be toned down a bit to fix the connection problems.
[/quote1212434323]
Thanks for the input,

ok, lets see.

i need to player clip the outer ring in spawn rooms (and no-build). the second cap points have the over looking vents for sentry placement. I also noticed some folks building in the vent area landing. But yea, thats a monster to try to defend. the enemy capping your point will be fixed if i give both teams those points at start. Unfortunately this screws up your next idea (which i liked) by having the battlement doors open on capping 1st point. I may just keep them open 100% as a solution. The doors of death now have their damage set to 0 just like normal doors. I may tweak the trigger volumes and make them bigger.

as for the spawn room and the connection problem. i'm hoping a warmup time of 15 seconds will help. But i'm not against careful editing of said room because I need ways to bring down the ent_data pool (currently at 79% of max). I may remove the power suits from red room as they were experimental.

~D
 
i thought it was a very enjoyable map, got lost a few times, but its a new map...would like to play it a few time more...liked it better then the toy room map
 
Some of this will have been echoed before but here I go anyway!

First of all, Dragonhill, I think the map is awesome - excellent design, and contrary to a couple posts I saw here, there are good SG positions for L and C capture points. I love having the tunnels to wander around in as well. In the time I was playing, the games did not stalemate, and the games fell about 1/2 and 1/2 indicating that (assuming balanced teams) the map is pretty balanced. (Some maps really lean to one color winning)

The problems I noticed were:
- large steel doors between K(or B) and C(or L) killed people many times. Fix that please.
- the "top secret" doors to rooms near B and K respectively had issues opening when multiple people were around them. Specifically with one person in the room trying to get out, and another outside trying to get in.
- Lack of markers near cap points C and L to indicate a viable direction to get to point A (I realize now it's the big platform, or tunnels, but it took awhile to grasp where to go)

Good luck Dragon, I very much enjoyed the map
 
Doors of death is cool. I think a random thing like that is pretty funny and good.
 
[quote1212443353=Frank Booth]
Doors of death is cool. I think a random thing like that is pretty funny and good.
[/quote1212443353]

next map

~D
 
[quote1212449293=Dragonhill]the enemy capping your point will be fixed if i give both teams those points at start. Unfortunately this screws up your next idea (which i liked) by having the battlement doors open on capping 1st point. I may just keep them open 100% as a solution. The doors of death now have their damage set to 0 just like normal doors. I may tweak the trigger volumes and make them bigger.[/quote1212449293]

Yes that would be good if first point starts capped and you can run to battlements when game starts, the doors of death were fine making people die (that was funny) but I had problems opening them!
 
I'd be ok with doors of death if you just like... wrote on them very obviously that they were doors of death and would kill you :p
 
Has anyone else been killed when the lift goes back up (after an enemy cap) I saw it kill some people, and I got killed, may have just been standing in the wrong spot. Over all Great map. :)
 
ok folks, last nite i made 10 to 12 changes while in a gin/tonic stupor. i have one more to add when i get home (the idea hit me while i was on the john).
here is what i can remember

1)changed triple small health packs in secret room vent to 1 health, 1 ammo, 1 health
2)removed all damage values from jaws of death and platforms (yes, some got killed going up)
<try to "jam" them, if you can i have to come up with solution>
3) removed power suits
4) added noclips to spawn rooms)
5) both teams own base caps at start
6) enlarged spawnroom trigger to encompass entire inner room (this should stop building in there but not the outer room)
7) changed battlement doors to static (always open now, saved some ent_data)
8) extended the trigger zone for the jaws of death door (outside, not inside)
9) found one security door trigger set to 1 second reset. changed that to 0 as per other doors)
<i may go back and enlarge the trigger for the base cap security doors>
10) enlarged no builds in base cap points and secondary (not alot, but now they are same size as cap trigger boxes)
11) placed "L" and "C" decals on floors directly under vent suckers (helps a little for info)
12) added warmup time of 20 seconds
13) disabled secondary cap points until warmup time is over (keeps pesky scouts from capping too soon). I may end up disabling the spawn room doors until the warmup is over. this will corral all players in the spawn room until warm up is over.
14) placed no builds in all the stair wells (just in case grievers turn up)

I'm going to try to get this up around 9pm est tonite. my only real concern are the moving platforms and the jaws of death. i have them set to "force close" and damage set to "0". the doors are faster now as per standard tf2 doors. It should work, but thats what i said last time.

also, no info maps have been made yet. My adobe skillz are weak but i intend to have them for final version.

~D
 
Just let me know when you are done. And i'll upload it to fast DL and the server.
 
New map is ready.

i just need to get with gardengrove on some server.cfg settings

~D
 
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