• Map Testing Program General Discussion
    271 replies, posted
-Asteroid needs to experiment with gravity settings. Something along 400-600 might be good for starters. -Lasers are ok, they have distinct pattern and you just have to wait for it (soldier can run trough no problem if you time it right), uber heavy comes trough no problem, you can wait in between them if you're not confident enough and there is alternate route around them, so I see no problem with them as of now. -Some of the slanted walls have some kind of collision detection problem as I got stuck multiple times in them.
imo, the new RD map is currently composed entirely of everything that makes Dustbowl, Goldrush, Turbine, and Junction awful to play on.
I think tweaking gravity settings would be a bad idea if they want asteroid to be a "standard" map. Most players are already accustomed to how high most characters jump and how far you can travel with blast jumps. Changing the gravity would make it more of a pain to learn the map and possibly break it more. If it was an event map however I could see different gravity being used.
[QUOTE=sowhat;45338601]I think tweaking gravity settings would be a bad idea if they want asteroid to be a "standard" map. Most players are already accustomed to how high most characters jump and how far you can travel with blast jumps. Changing the gravity would make it more of a pain to learn the map and possibly break it more. If it was an event map however I could see different gravity being used.[/QUOTE] This is completely true. I played on a server that tinkered with the gravity, and wasn't as fun to play. The idea behind low-gravity is fun, but it wouldn't work. Perhaps outside in the open, but still it'd have to be very little. Oh, also the lasers need to do more damage to be insta-kill. I managed to survive one as Soldier, albeit with 28 HP remaining. The robots also are using the wrong particle when they're hit. They're using the particle that occurs when an MVM bot dies, and not when they're shot.
It looks like Valve experimented with adding a low-gravity zone to Asteroid, but in the end they decided to leave it out. There's a new entry in the sound manifest for "RD.SpaceGravityTransition" (it's the sound of an airlock opening, you can listen to it at sound\misc\outer_space_transition_01.wav), and of course there was that time they broke custom gravity a few weeks back. Personally, I think the map has enough gimmicks already. I mean, just look at the core room, there's only 3 ways in there, and each one has a different gimmick!
Can anyone confirm if Pyrovision does anything on the new maps. My computer's in for repairs.
I havent played it in a few hours but you know the middle of the map? With the bridges, i want either 2 small side bridges over the spacepits, or like two floating asteroids you can jump onto as scout/soldier/extended jump classes. I don't enjoy the clausterphobia on those single bridges, we need more leg room out there
[IMG]http://i.imgur.com/0J273om.jpg[/IMG] I wish one of these windows was a one-way door. I'd like that.
[QUOTE=sowhat;45338601]I think tweaking gravity settings would be a bad idea if they want asteroid to be a "standard" map. Most players are already accustomed to how high most characters jump and how far you can travel with blast jumps. Changing the gravity would make it more of a pain to learn the map and possibly break it more. If it was an event map however I could see different gravity being used.[/QUOTE] I'm not thinking about sv_gravity 50 or something (nobody wants floating demos and soldiers all over the map, base jumper is enough), but [I]somewhat[/I] lower, to fresh up gameplay a bit, since it's basically same old CTF. And, being set in outer space, it sounds like main theme would be different gravity (otherwise they could have made map update like island in the middle of the ocean, jungle, Alps, you name it - there are a lot places on earth that they could have used). And finally, I said "experiment with gravity settings". They say they will be reworking an entire section of the layout if needed, so experimenting with gravity a bit doesn't seem like a huge problem.
Welp guess it is beta for a reason... [t]http://cloud-4.steampowered.com/ugc/57735689653828676/110270B2EF6CF46553AF65F3CF851519658BD948/1024x575.resizedimage[/t]
rd_asteroid Is confirmed beta dev texture simulator Can't the workshop make some fucking good thing like textures than just HATS? Edit: btw what skin for sentry is this? [QUOTE=SecretZX;45339331]Welp guess it is beta for a reason... [t]http://cloud-4.steampowered.com/ugc/57735689653828676/110270B2EF6CF46553AF65F3CF851519658BD948/1024x575.resizedimage[/t][/QUOTE]
robots need to be able to be repaired and sapped
[QUOTE=OverSane;45339637]rd_asteroid Is confirmed beta dev texture simulator Can't the workshop make some fucking good thing like textures than just HATS? Edit: btw what skin for sentry is this?[/QUOTE] LED sentry.
[QUOTE=Hell-met;45339678]robots need to be able to be repaired and sapped[/QUOTE] Bots regenerate health after a while. Being able to sap them and slowly drain health would be pretty good. Maybe too good. Unless the robots get a slight resistance to sapper damage. That'd be hilarious if you used the Red-Tape and their dialogue gets reversed. peeb-peeb rorre DNUOF TON THAP poob
[QUOTE=sowhat;45339775]Bots regenerate health after a while. But being able to sap them and slowly drain health would be pretty good. Though being able to use sappers on multiple robots might be too good. Unless the robots get a resistance to sapper damage. That'd be hilarious if you used the Red-Tape and their dialogue gets reversed. peeb-peeb rorre DNUOF TON THAP poob[/QUOTE] ARB YTTERP
[QUOTE=TheMooseman;45338954][IMG]http://i.imgur.com/0J273om.jpg[/IMG] I wish one of these windows was a one-way door. I'd like that.[/QUOTE] Yeah, most of the windows in that map are confusing and mistake you into thinking that you can get there quickly. Sometimes you're in a corridor and see an enemy taking down your robots through a window, take the corridor next to that window and end up at the other side of the map.
There's a bunch of unused Administrator lines under announcer_captureflag_miscspace where she tells the mercs to stop the shuttle/transport from launching or that the reactor is "charging". I think it's meant to prevent an instant-win when you manage to steal 300 reactor cores and create a buffer. I suspect it's supposed to be similar to doomsday's elevator.
Watch out that demoman isn't overpowered on your new maps. Just look at goldrush and dustbowl, don't do that again, make the map balanced for everyone.
[QUOTE=Prollgurke;45341601]Watch out that demoman isn't overpowered on your new maps. Just look at goldrush and dustbowl, don't do that again, make the map balanced for everyone.[/QUOTE] Yeah, currently, this map is just Dustbowl, Turbine, and Junction rolled into one.
Both of these new maps are fun until you get an engineer or two on the other team. Then it suddenly becomes IWBTG unless you have an uber, at least 4 other players pushing and a competent heal target. [editline]10th July 2014[/editline] Now that I think about it, this is how I'd describe 2fort but even worse
Some of this suggestions are the same as some people pointed out in the thread here, but I will put anyway for sake of keeping this tiddy. -robots should have some sort of self defense like a voltaic arch, like a 10hp tick every 5 seconds. -Carrying the reactor core should give some sort of dynamic slow down, more drastic to speedy classes, less for slow ones, less for a low amount of cores, high a game changing steal. -Scout should have double core points steal speed when standing on top of the enemy core. -Robots should be sappable, and drain health with Sapper stock speed, but sapping a robot would give you sapper cool down effect like in MvM, we could add an interesting feature like, robots killed by sappers have they're cores auto collected, but sapping a robot breaks your disguise, let's be realistic, butterknifing and revolver shooting them is not very practical. -Engineers should be able to repair or even "overheal" the bots, but at a high metal cost. -Medics should be able to "Medigun lock" on bots, with an advice like the Equalizer, that they cannot be healed, but still, able to get ubercharge effects, for big plays, ubercharge have double duration time on bots, ubercharge protect them, Kritz make the trigger hurt very deadly, megaheal can actually heal them, and Vaccinator can protect them from the selected type of damage. -All Sniper primary weapons should be able to penetrate them, so aligned shots could save some time for a class that is totally not designed for assault. -Fire overheat bots, making them unable to attack, since Pyros need to be near to deal damage. -In addition to the hud indicator, we should have the bots assisting players with information, so when they are attacked they have a distinctive cry, heat would make them scream that they're cpu is overheating, also, they should tell that they saw and undisguised Spy, or they have spotted an enemy like "enemy spotted, protect me human merc boop." -C bots should be really a big play, big health, big damage dealt to players, dynamic behavior, like attacking when full health, or trying to run away from attackers with low health, more cores stored on C bots. -When a game changing core/flag/intel steal is in progress (like the last 132 cores needed for BLU win) the core carrier should have he's silhouette displayed behind walls like in any CTF game. -The core area should NOT be buildable to avoid turtle fortress that ruin CTF games, Engys should be able to build near, but not in ridiculous places like the core vent, sentries should avoid people reaching the reactor, not denying them to get to the core itself. -Get rid of the "stock teleporter" noise on the A bot room, it makes me feel paranoid, and also can mask real teleporter noises that are nearby, my suggestion, for that is making the "stock tele" have a different sound pitch.
[QUOTE=ScarfaceCrow;45342245] more cores stored on C bots.[/QUOTE] C Robots already give more cores than A or B and B gives more than A.
I've already sent my feedback to the TF team, sry :3 Those maps are really nice idea especially the moon base,the cactus canyon shocked me because there's not any cactus and much water but not much finally,water is not much exploited in this game.
[video=youtube;LOd0kTGYe2A]http://www.youtube.com/watch?v=LOd0kTGYe2A[/video] Theres a func_respawnroom sticking trough the ceiling in the battlements, allowing you to do this.
[QUOTE=Widow Engie;45342457]C Robots already give more cores than A or B and B gives more than A.[/QUOTE] I was talking about making them really give like 100 cores, making them very hard to kill, with a lot of health and damage etc.. but maybe this is too drastic, we need to test it to see how it performs.
Looks like they are reading the thread. Keep going, guys!
[QUOTE=Nameisthis;45343680]So I just found out, you can build in reds spawn on stage 2 but only in this hallway...Don't know if late though [t]http://i.imgur.com/TLEl4pF.jpg[/t][/QUOTE] Crossposting
[QUOTE=zekrom3112;45343683]Looks like they are reading the thread. Keep going, guys![/QUOTE] Honestly the most likely place they're looking is SPUF. Which also has a thread similar to this.
[QUOTE=hugthebed2;45343749]Honestly the most likely place they're looking is SPUF. Which also has a thread similar to this.[/QUOTE] I think I sent them a link first, but maybe you are right...
[QUOTE]Updated rd_asteroid -Fixed incorrect respawn times for Blu attackers [/QUOTE] [IMG]http://www.bilder-hochladen.net/files/big/8d7o-j4-5c04.jpg[/IMG] Yeah... they fixed the size of it... ... But both triggers are for BLU only now... and one is even placed wrong. Not sure if this is a joke by Valve. I mean AGAIN? It's even worse this time. Or maybe it's just the revenge of team blue. :v:
Sorry, you need to Log In to post a reply to this thread.