• Medieval Payload: Morrigan Alley - W.I.P.
    215 replies, posted
Hey guys, some of you might have seen me showing some screenshots of my map in the emporium. I decided to open up a thread for any feedback or improvements that could be made on the map. I will say to keep down the feedback on the look of the map right now seeing as its only in alpha and i wasn't really paying much attention to texture alignment and such. What i would really like to see is feedback on gameplay, what you liked or didn't like and what you would change to make the map more balanced and work better. Right now the map is fairly optimized, the vis leafs seem to be drawing and not drawing in the right areas so it should run fairly well on everyones PC. I would also like to hear any feedback with performance issues as well if there are any at this point. [img]http://www.treybrown.com/images/uploads/tracks01.jpg[/img] [img]http://www.treybrown.com/images/uploads/tracks02.jpg[/img] [img]http://www.treybrown.com/images/uploads/tracks03.jpg[/img] [img]http://www.treybrown.com/images/uploads/tracks04.jpg[/img] [img]http://www.treybrown.com/images/uploads/tracks05.jpg[/img] [img]http://www.treybrown.com/images/uploads/tracks06.jpg[/img] [media]http://www.youtube.com/watch?v=lOc9mfIcX3k[/media] [media]http://www.youtube.com/watch?v=s7vLIgbZtZ8[/media] [media]http://www.youtube.com/watch?v=1VmerC7OLVw[/media] [media]http://www.youtube.com/watch?v=nvuDNmKvPkI[/media] CURRENT BUILD: Alpha 1 Hey guys, here is Alpha 2. here is the change log from Alpha 1; -Added arrows and track overlays to show where the cart is moving. -Added animated capture point flags to cap 1 and 2 to help tell what team owns what point from a distance. -Down scaled start of the map. -Added more side routes to help getting to capture points very fast. -Fixed all arrow braziers -Added new medieval food and ammo types for health and ammo pickups -Added more lighting to the map. -Updated some models lighting origins to help make them appear better. -Removed all collisions on all stone arch ways. -Straightened out some of the path tracks that where going into tight areas. -Some layout changes to Reds first spawn. -Lowered courtyards fountain to allow all classes access to health and ammo. -Stylized buildings to help provide sniper cover. -Updated one area with experimental death trap: The Iron Maiden. Download the BZ2 and BSP file from here! [URL="treybrown.com/uploads/pl_morrigan_alley_a2.zip"]Mirror #1[/URL] [URL="http://forums.tf2maps.net/downloads.php?do=file&id=4457&act=down"]Mirror #2[/URL] If you own a server and enjoy playing Degroot Keep give the map try. The only way i can get good feedback is if server owners host the map and play it with a lot of people. Seeing as this is such a new game mode and i am taking it in a different direction with a payload map i will be trying a lot of different things to see which one is more balanced and fun (Like re-enabling healing on the cart and looking into alternatives to it if needed). Thanks for your time, if you don't own a server, give it a download and tell me what you think! I want to make the map the best it can be!
It's pretty cool lookin :buddy:
This has a lot of potential!
I like the cart model.
[QUOTE=HazeFyer23;27115949]I like the cart model.[/QUOTE] I like your avatar. By the way guys, just uploaded a second mirror. You know, just in case.
This looks pretty awesome trey!
Definitely on my list of maps to look after. Zanpa's list of maps to look after: - Morrigan Alley
Look's great! I would definitely play on it if there was a server running it.
[QUOTE=usaokay;27116395]Have an Inn called "The Enchantment?"[/QUOTE] Funny enough i was talking to Pie_Tony about some shops i could have. One in-particular that i remember was a Mr Royzo shop full of his hats and weapons. I remember it having a name like "Mr.Roy Zeos Hatte Emporium" or something like that.
I'll be hosting this in a few minutes
I was waiting for someone to do this! thanks a lot trey!
Server's up: 173.3.168.88:27016
Amazing I can't wait to see more combinations, like Medieval TC :v:
Join, we need more people.
Have a shop called "Ye Olde Fancy" and fill it with hats And have a place with a mailbox that says "Radigan Conagher"
The streets look like they'd be hell with Huntsman Snipers. Could possible use some flank routes, maybe let us carouse the shoppes?
[QUOTE=Zanpa;27116038]Definitely on my list of maps to look after. Zanpa's list of maps to look after: - Morrigan Alley[/QUOTE] [img] http://filesmelt.com/dl/maps.png[/img]
Well I stopped caring about custom maps a year and a half ago, so yeah.
Okay here's my terrible ideas [media]http://i6.photobucket.com/albums/y202/TailzChao/ideasideas.png[/media] The reason for this is that DeGroot Keep is seriously lacking in any form of alternate route and it's LAME-O. Also the ones with question marks are "eh maybe" ideas.
Just finished playtesting a couple rounds. My primary suggestions would be to possibly speed up the cart (it moves very slowly and I always thought medieval should be a little more fast-paced) and to brighten the lighting near the final cap point, as you can hardly even tell what team someone is on with how dark it is now. That might be a "visual" thing that you're getting to anyway, though.
[QUOTE=Skyhawk;27118049]Just finished playtesting a couple rounds. My primary suggestions would be to possibly speed up the cart (it moves very slowly and I always thought medieval should be a little more fast-paced) and to brighten the lighting near the final cap point, as you can hardly even tell what team someone is on with how dark it is now. That might be a "visual" thing that you're getting to anyway, though.[/QUOTE] I slowed down the cart to help make it easier for defenders seeing as they are at quite a disadvantage with bomb cart defending in medieval mode. I can defiantly try a version that has a faster cart. Also with the darkness on the final point, i know it is dark. I tried to make it as bright as i could without flooding the place with arrow blazers. I will make up a prop that lest me put more lights out there. [QUOTE=CharlesMan;27118027]Okay here's my terrible ideas [media]http://i6.photobucket.com/albums/y202/TailzChao/ideasideas.png[/media] The reason for this is that DeGroot Keep is seriously lacking in any form of alternate route and it's LAME-O. Also the ones with question marks are "eh maybe" ideas.[/QUOTE] Its funny because where you have marked a underground root is pretty much where one is already. Same with the red path you marked out at the top right. I like the idea of some of the paths though, i will look into them a bit.
Could get added :buddy:
Looks really good, have you thought about adding hot oil cauldrons?
That looks sexy. Can't wait for it to be finished.
Add back alleys for spies.
Will you be re-using Degrootkeep's soundscapes or make your own? Sound is extremely important for me in a map Other than that it's a fantastic work so far
I don't really like the oh-so-clear boundaries. Maybe add a skybox and fling some medieval buildings in there, right now it just looks... strange.
[QUOTE=treythepunkid;27116679]Funny enough i was talking to Pie_Tony about some shops i could have. One in-particular that i remember was a Mr Royzo shop full of his hats and weapons. I remember it having a name like "Mr.Roy Zeos Hatte Emporium" or something like that.[/QUOTE] Roy Zoeh's Fortress Décor Emporium. I also came up with the writing on the cart!
Hey guys, little update. I am sure you have all seen those pesky little food items in the ye olde supply cabinet. I was wondering why on earth those had not been added as separate items of food so we could make a small, medium and large health packs with the ye olde meat. Well i went ahead and separated them from the model and make them there own separate models and gave them the old medkit spin animation. I also put together a quick sack of arrows to replace the medium ammo pack. Its a little early texture wise but its getting there. [IMG]http://www.treybrown.com/images/uploads/medi_foods.jpg[/IMG] I also have a video for ye! enjoy! [media]http://www.youtube.com/watch?v=nvuDNmKvPkI[/media]
The cart sounds kind of doesn't sound like something a wheelbarrow would be making :v:
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