• Medieval Payload: Morrigan Alley - W.I.P.
    215 replies, posted
[QUOTE=TheGrayFox;30960712]Well, it was more fun to think I was really in medieval times.[/QUOTE] He just follow the theme of Degroot Keep, which also have hidden computers and such.
The cart trail looks really out of place IMO. I think it should be like it is now, but in a semi-transparent black.
yeah, I've been thinking on the "payload" trails. that paint on the floor really looks strange and out of place. I've not mentioned it before 'cuz I had nothing to implement to improve the idea... I know that ur not using the usual cart but a custom one, but, u cold make it looks like an mechanic prop for the map since u have just mentioned it is kind of a "Thematic Park" map. like a monorails with a pipe attached on the bottom of the payload or something...
[QUOTE=treythepunkid;30960467]You didn't REALLY think you where in medieval times did you? [img]http://cloud.steampowered.com/ugc/595816225559165593/A3E5D2D094D0416A75A883C58D18554F0DC14FDA/[/img] [img]http://cloud.steampowered.com/ugc/595816225559166156/3C343DF4F638E20C98166BD225F66B60108FBD00/[/img] [img]http://cloud.steampowered.com/ugc/595816225559164792/2C050DC8061E3532031C60CF0AA266F6BE1DBDAA/[/img] [img]http://cloud.steampowered.com/ugc/595816225559163963/10B73F5E49CA2A229FB7C87733123C1C38F666AC/[/img] [img]http://treybrown.com/images/uploads/toilet_sign.JPG[/img][/QUOTE] Awesome. Although is the entire thing fake? (as in they aren't even outside?) Degroot keep made sense as it was just old buildings which are still there, but it would seem wierd to make a fake medieval town.
[QUOTE=nightlord;30970398]Awesome. Although is the entire thing fake? (as in they aren't even outside?) Degroot keep made sense as it was just old buildings which are still there, but it would seem wierd to make a fake medieval town.[/QUOTE] It's a medieval school play for all the children of all the classes But it was turned into a regular fight scene after the play was done Also I really want you to finish this map. You've put a ton of work in it, would be sad to see it go to waste. One more thing, as much as I love the little light thing coming out, it is distracting and not really TF2 style-ish. It distracts players to come look inside of it, thus [I]distracting[/I] them from actual gameplay. The looks should be only mandatory, gameplay is what thrives TF2. And hats.
[QUOTE=G-foxisus;30970607]It's a medieval school play for all the children of all the classes But it was turned into a regular fight scene after the play was done Also I really want you to finish this map. You've put a ton of work in it, would be sad to see it go to waste. One more thing, as much as I love the little light thing coming out, it is distracting and not really TF2 style-ish. It distracts players to come look inside of it, thus [I]distracting[/I] them from actual gameplay. The looks should be only mandatory, gameplay is what thrives TF2. And hats.[/QUOTE] Fair enough, the light is simply an overlay i made quickly. Honestly I looks pretty funny when you look at it compared to the normal light inside the room, they don't match. I was just trying out something is all. I am sure i will finish the map on time. The medieval update is just around the corner and the map is practically done. [QUOTE=soccerskyman;30964916]The cart trail looks really out of place IMO. I think it should be like it is now, but in a semi-transparent black.[/QUOTE] Don't worry, I know what you mean. Its on my todo list, right now the track is almost non-transparent in its center. I think toning it down is gonna make a world of difference.
[QUOTE=Benvil;30960743]He just follow the theme of Degroot Keep, which also have hidden computers and such.[/QUOTE] I'm aware. I always like to think that the wizard that sent them back in time left computers there to screw with the players' heads.
There is a ticket booth model, it's a Renaissance fair or something similar.
Last bit of redos here. Fixed alpha on the bomb track and re did both street lamps and signs. Probably gonna be the last update untill its done. [img]http://cloud.steampowered.com/ugc/595816225608536040/A533A2DF01A02ED4CBB0D18B0DFAC8C492341054/[/img] [img]http://treybrown.com/images/uploads/store_sign.JPG[/img] [img]http://treybrown.com/images/uploads/new_lamp01.JPG[/img] Till then! Cya!
[QUOTE=treythepunkid;30960467]You didn't REALLY think you where in medieval times did you? [img]http://cloud.steampowered.com/ugc/595816225559165593/A3E5D2D094D0416A75A883C58D18554F0DC14FDA/[/img] [img]http://cloud.steampowered.com/ugc/595816225559166156/3C343DF4F638E20C98166BD225F66B60108FBD00/[/img] [img]http://cloud.steampowered.com/ugc/595816225559164792/2C050DC8061E3532031C60CF0AA266F6BE1DBDAA/[/img] [img]http://cloud.steampowered.com/ugc/595816225559163963/10B73F5E49CA2A229FB7C87733123C1C38F666AC/[/img] [img]http://treybrown.com/images/uploads/toilet_sign.JPG[/img][/QUOTE] its never really medieval [i]never[/i]
Please, please, please, cut down respawn times for BLU and increase them for Red. I've played eight rounds on this map and BLU would never get to point A if Red didn't let them out of pure boredom.
[QUOTE=Zaratustra;31441783]Please, please, please, cut down respawn times for BLU and increase them for Red. I've played eight rounds on this map and BLU would never get to point A if Red didn't let them out of pure boredom.[/QUOTE] Already on it my friend! Expect B3 to be out tomorrow, fixing that problem.
Hey guys. B3 is here, fixes some balancing issues (Mostly the spawn times) Here is a quick changelog; - Reduced Reds spawn time slightly - Reduced Blues spawn time immensely. - Blues spawn slowly increases till it eventually matches Reds as each point is gained. - Time gained in Caps 1 and 2 have been decreased by 40 seconds. - Cut holes out of courtyard railing to help Reds jump down easily. Download: [url]www.treybrown.com/uploads/pl_morrigan_alley_b3.rar[/url] BZ2: [url]www.treybrown.com/uploads/pl_morrigan_alley_b3_server.rar[/url]
Cool map. Um... where did you get that music from? I like it.
If you can you should use the unused degroot keep music for closing the gate for round start. ambient/medieval_doorclose.wav
[QUOTE=treythepunkid;30960467]You didn't REALLY think you where in medieval times did you? [img]http://cloud.steampowered.com/ugc/595816225559165593/A3E5D2D094D0416A75A883C58D18554F0DC14FDA/[/img] [img]http://cloud.steampowered.com/ugc/595816225559166156/3C343DF4F638E20C98166BD225F66B60108FBD00/[/img] [img]http://cloud.steampowered.com/ugc/595816225559164792/2C050DC8061E3532031C60CF0AA266F6BE1DBDAA/[/img] [img]http://cloud.steampowered.com/ugc/595816225559163963/10B73F5E49CA2A229FB7C87733123C1C38F666AC/[/img] [img]http://treybrown.com/images/uploads/toilet_sign.JPG[/img][/QUOTE] loved this when i saw it. nice touch that makes this map even more like VALVe's
I'm loving this, hope it becomes an official map.
[QUOTE=treythepunkid;30960467][img]http://treybrown.com/images/uploads/toilet_sign.JPG[/img][/QUOTE] You should replace the woman with the pyro as a hidden joke.
Updated the Morrigan Alley nav to b3. Huge tip here: [b]MAKE SURE TO SET TF_BOT_MELEE_ONLY 1 BECAUSE IT FIXES THE FEAR BEHAVIOR AND RED ENGINEERS![/B] Link: [url]http://dl.dropbox.com/u/23046202/pl_morrigan_alley_b3.nav[/url]
Not sure if you are aware Trey the version I got from the medieval update page (I prosume its the most up to date) was a tiny bit glitched. If the attacking team lost, they would not switch to defence the next round.
aaaaaaaaaand no servers running it
[QUOTE=BaronVonFail;31475248]Not sure if you are aware Trey the version I got from the medieval update page (I prosume its the most up to date) was a tiny bit glitched. If the attacking team lost, they would not switch to defence the next round.[/QUOTE] It's fixed but we haven't uploaded the new version to the update page yet due to Smashman having problems with his PC. [QUOTE=McNab;31476539]aaaaaaaaaand no servers running it[/QUOTE] We hope to get some running tomorrow when we have the new version up.
The torch for igniting arrows at 1st cap on the castle wall works only from one side or it doesn't work at all.
It has come to my attention that there is quite a large bug with Morrgian Alley in which a Red player can stand at the back of the main castle gate and block the cart from moving forever. I will be releasing a new version tomorrow fixing this, so is there any gameplay fixes (Maybe involving respawn times) or bugs that you guys want fixed in tomorrows version? Already noted several cases of torches not igniting.
I'll re post this from the Medieval Update thread; [quote=I]Demoman can get behind the castle walls into the red base at the final point with his charge by charging up the rocks at the correct angle. Fucking hard to get right though.[/quote]
[QUOTE=treythepunkid;31522529]I will be releasing a new version tomorrow fixing this, so is there any gameplay fixes (Maybe involving respawn times) or bugs that you guys want fixed in tomorrows version?[/QUOTE] I have a few suggestions, but I understand that you are looking for small scale bugs or fixes so will understand if you do not want to make these changes. [IMG]http://i.imgur.com/3KHEz.jpg[/IMG] [IMG]http://i.imgur.com/5zQiY.jpg[/IMG] [IMG]http://i.imgur.com/ijFO5.jpg[/IMG] These first three is are just about the Blu Spawn room. Having windows that Snipers can shoot out of can help get Blu out if they are being spawn camped, but [I]only[/I] windows facing sideways, and not facing towards the cart (ie, can't see cart from windows). Spawn room also feels a little empty and could do with some deco, a few hanging hatchets and flags here and there. [IMG]http://i.imgur.com/DH6g7.jpg[/IMG] [IMG]http://i.imgur.com/vRrFW.jpg[/IMG] [IMG]http://i.imgur.com/CR2Ly.jpg[/IMG] Not sure if the pics explain this one, the Right hand side tunnel (with all the beer kegs) seems unnecessary. It mirrors the tunnel on the other side and seems to spread things out more especially on the most interesting bottleneck of the map. I'm tempted to suggest removing both tunnels but that might be a step too far :P If removed, consider adding some "outside world" scenery. [IMG]http://i.imgur.com/lZHei.jpg[/IMG] [IMG]http://i.imgur.com/SbOyC.jpg[/IMG]
[QUOTE=ekay;31544475]I have a few suggestions, but I understand that you are looking for small scale bugs or fixes so will understand if you do not want to make these changes. [IMG]http://i.imgur.com/3KHEz.jpg[/IMG] [IMG]http://i.imgur.com/5zQiY.jpg[/IMG] [IMG]http://i.imgur.com/ijFO5.jpg[/IMG] These first three is are just about the Blu Spawn room. Having windows that Snipers can shoot out of can help get Blu out if they are being spawn camped, but [I]only[/I] windows facing sideways, and not facing towards the cart (ie, can't see cart from windows). Spawn room also feels a little empty and could do with some deco, a few hanging hatchets and flags here and there. [IMG]http://i.imgur.com/DH6g7.jpg[/IMG] [IMG]http://i.imgur.com/vRrFW.jpg[/IMG] [IMG]http://i.imgur.com/CR2Ly.jpg[/IMG] Not sure if the pics explain this one, the Right hand side tunnel (with all the beer kegs) seems unnecessary. It mirrors the tunnel on the other side and seems to spread things out more especially on the most interesting bottleneck of the map. I'm tempted to suggest removing both tunnels but that might be a step too far :P If removed, consider adding some "outside world" scenery. [IMG]http://i.imgur.com/lZHei.jpg[/IMG] [IMG]http://i.imgur.com/SbOyC.jpg[/IMG][/QUOTE] All of this sounds like an awesome idea to me. I just got one question about it, why do you think the right tunnel is useless as opposed to the left one? I felt the having the hat store opening there would give players a faster route into the side tunnels of the court yard. Is the left being used more than the right? Also seeing as i am really liking the idea of these changes i will push the next version back a few days so i can put these in.
Yeah, Left tunnel seems to get more use than the right. It also feels more natural to use as it is the 'inside lane' and is also the same side that Red spawn above it. But don't take my word for it, see how others feel about the tunnels. I was also going to suggest a way for Blu to get on top of those Red battlements (above the Well area). As Red spawn up there and can rain down on Blu without blu being able to counter. Although I couldn't think of how to implement it. Maybe some scaffolding that only Scout can jump up. Or maybe some cleverly placed Shop Awnings.
[QUOTE=ekay;31544674]Yeah, Left tunnel seems to get more use than the right. It also feels more natural to use as it is the 'inside lane' and is also the same side that Red spawn above it. But don't take my word for it, see how others feel about the tunnels. I was also going to suggest a way for Blu to get on top of those Red battlements (above the Well area). As Red spawn up there and can rain down on Blu without blu being able to counter. Although I couldn't think of how to implement it. Maybe some scaffolding that only Scout can jump up. Or maybe some cleverly placed Shop Awnings.[/QUOTE] Fair enough, next version will remove that side route then just to test it out. Might see if i can get a working version of what you are talking about with the scout only jump thing for the second point as well.
I like both of the tunnels in the courtyard alternative routes = big reward. The scout idea seems useless cause this is payload and your suppose to push the bomb cart to the end to win and the bomb cart is a GREAT cover against arrows.
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