• Map Testing Program General Discussion
    271 replies, posted
Don't know if anyone has pointed this out, but when you have the core and walk through a team mate, sometimes (haven't checked if it's always) they get the Core instead. What's odd though is that when I died, I dropped it instead. Even though my teammate had it. I'll try and record it tomorrow for a better explanation.
I dunno if this supposed to be possible, but running into a teammate while you have the power core seems to pass it off to them. Then you can pick up another one, if the enemy has any points left. [editline]NINJA[/editline] Ninja'd!
[QUOTE=Waffle Lord;45343884]I dunno if this supposed to be possible, but running into a teammate while you have the power core seems to pass it off to them. Then you can pick up another one, if the enemy has any points left. [editline]NINJA[/editline] Ninja'd![/QUOTE] Oh would you look at that :v: [editline]10th July 2014[/editline] Also, just putting this out there. I don't know why you can't walk through your own lasers. The lasers should be your defence, not a random kill prop. Same for things like pits and such, they always remain as near to the middle as possible, not right next to your core. So if there is going to be an environment kill entity that close to the thing you're trying to defend, it should be friendly to team players. Maybe make it team coloured for players to understand that.
[QUOTE=Hogie bear;45343899]Oh would you look at that :v: [editline]10th July 2014[/editline] Also, just putting this out there. I don't know why you can't walk through your own lasers. The lasers should be your defence, not a random kill prop. Same for things like pits and such, they always remain as near to the middle as possible, not right next to your core. So if there is going to be an environment kill entity that close to the thing you're trying to defend, it should be friendly to team players. Maybe make it team coloured for players to understand that.[/QUOTE] Yeah I was curious why the lasers in your own base kill you.
[QUOTE=kariko;45344029]Yeah I was curious why the lasers in your own base kill you.[/QUOTE] Team coloured lasers would be dope. [editline]9th July 2014[/editline] I'm able to jump on the surface of the cliff, to the left of the lower battlements with a double jump. [editline]9th July 2014[/editline] And pretty much anywhere outside with a rocket jump. I can't seem to jump on the blue panels on the roof, bit I can jump on the red ones fine. (Blue has invisible walls) [editline]9th July 2014[/editline] And I'm pretty sure it's been said, but the killfeed doesn't show up white with the robots.
In case anyone is wanting them for whatever reason, I've created a directory on my website where I will store old versions of the maps as they are updated. Because of the close proximity of the 2 July 9th updates for rd_asteroid I was unable to get the 1st version of July 9th rd_asteroid. It's not that big of a deal though because the 2nd update was basically the first update, but with a respawn timer fix. No big loss! July 8th versions are not yet available but my friend Noir who was looking for them has received them (tested by building in the lasers on rd_asteroid) and they will be up soon. [url=http://unfgaming.net/public/downloads/TF2%20Beta%20Map%20Versions/]http://unfgaming.net/public/downloads/TF2 Beta Map Versions/[/url] [quote]And I'm pretty sure it's been said, but the killfeed doesn't show up white with the robots.[/quote] Despite them being "on your team", they are entities just like the Halloween bosses. Halloween boss killfeeds don't show up white. This is intentional. [editline]ed[/editline] July 8th versions being uploaded right now :v: [editline]ed[/editline] Done!
I think they should get rid of that tele in front, or make it 2-way. I can't TELL you how many tunnel vision players take that tele EVEN WHEN ENEMIES ARE INSIDE THE BASE. I also had the core right outside the spawn, and even was telling them on Mic to stop taking the tele and just go outside and get the core, which was being camped by some heavies / medics / soldiers...nothing a few waves of endlessly respawning guys couldnt get, or a scout to nab real quick, or pyro airblast and steal. But people kept taking the tele and just let the core get sent back to the enemy base because they see that tele and automatically think "MUST. GO. THROUGH. TELEPORTER..." They also need resupply lockers in the area you teleport to right after taking that tele.
[QUOTE=MrCasual;45345774]I think they should get rid of that tele in front, or make it 2-way. I can't TELL you how many tunnel vision players take that tele EVEN WHEN ENEMIES ARE INSIDE THE BASE. [/QUOTE] Honestly the map should probably be redesigned and made smaller and the tele removed. It just seems like bad design if you have to include a pre-build tele in spawn. No other official maps have that, and you almost never even see community maps with that.
[QUOTE=ComodoreBluth;45346105]Honestly the map should probably be redesigned and made smaller and the tele removed. It just seems like bad design if you have to include a pre-build tele in spawn. No other official maps have that, and you almost never even see community maps with that.[/QUOTE] They could just set up a func_teleport or trigger_teleport (whatever it is, I've forgotten) and give it some new teleportation model or something.
I think there should just be more robots that give less core. I mean, there are 3 stages, and how many robots? 8? 6? I mean, it doesn't really inspire that much of "Robot Destruction". Have the robots drop less cores, but make them spawn a lot more, because waiting for the cooldown is boring. Also, a single sentry should not be able to cover both the entrance, the lasers, and the exit of the Battery.
They added trigger_hurts to the underground death pits, but they forgot to make the core reset when it gets dropped in them. [video=youtube;tIhqFYWg1jc]http://www.youtube.com/watch?v=tIhqFYWg1jc[/video]
Wait a second, you can build sentries in the Core Room? You shouldn't be able to, since the sentry not only protect the core, but also bodyblock the passage.
I feel like the cactus canyon needs at least 1 death pit that's just filled with cactuses.
black box soldiers are king in asteroid if you don't have any medics on your team. Also, it's impossible to navigate the underwater tunnel without taking drowning damage.
[video=youtube;J95fIRx0vIc]http://www.youtube.com/watch?v=J95fIRx0vIc[/video] Why does this path exist?
[QUOTE=mattmanlex;45350149][video=youtube;J95fIRx0vIc]http://www.youtube.com/watch?v=J95fIRx0vIc[/video] Why does this path exist?[/QUOTE] Secret path for ninjas. You took it from the wrong side.
[QUOTE=ses;45346898]I feel like the cactus canyon needs at least 1 death pit that's just filled with cactuses.[/QUOTE] This [I]needs[/I] to happen.
[QUOTE=mattmanlex;45350149][video=youtube;J95fIRx0vIc]http://www.youtube.com/watch?v=J95fIRx0vIc[/video] Why does this path exist?[/QUOTE] It's great for placing teles on the opposite team. They never think to look there and there are enough corners to catch them off guard. I don't think it should be so low though.
[QUOTE=mattmanlex;45350149][video=youtube;J95fIRx0vIc]http://www.youtube.com/watch?v=J95fIRx0vIc[/video] Why does this path exist?[/QUOTE] So useful as scout when there's a battle going on above the water and I need to steal/get away with the reactor core.
[QUOTE=Kierany9;45350769]So useful as scout when there's a battle going on above the water and I need to steal/get away with the reactor core.[/QUOTE] Yeah, but it's a risky one-way ticket which later leads to a set-back path. An u-turn which connects a small area leading to the enemy team's short hallway to their spawn. Which is the only way out from the water. Unless you are a soldier or demoman with some luck.
I emailed the TF team (and Eric) this thread because that's what they asked in the blog post. Just in case they weren't already reading it
I noticed a blocked off path from the Top part of both bases that leads down to the Basements. Screenies: [url]http://cloud-3.steampowered.com/ugc/43098990903525111/0D4EE0F649A8938DBD93589450C4FC617A5BD2EC/[/url] [url]http://cloud-2.steampowered.com/ugc/43098990903545468/FF7D19B0093C9E8510509116523338694C536FBD/[/url] Possible path they ditched/might bring back?
The tele has a weird psychological effect, where even if I know I should be defending, I instantly walk into the teleporter. I guess we've sorta just been conditioned to walk into teles. Really, there's got to be a better way of getting people to the battlements.
wow next you'll be telling me it's confusing to have blu players on your team when you're red
[QUOTE=Mort Stroodle;45351320]The tele has a weird psychological effect, where even if I know I should be defending, I instantly walk into the teleporter. I guess we've sorta just been conditioned to walk into teles. Really, there's got to be a better way of getting people to the battlements.[/QUOTE] This is definitely one of the major problems with this map. It's incredibly frustrating to see a bunch of people teleport to the battlements while 5 enemies are trying to take the core.
I really think if they changed the teleporter type it might make a difference. Instead of a normal teleporter, make some kind of special looking one. Or maybe even move the teleporter out of the line of sight of when you spawn, maybe put it off to the side? [del]And my game keeps crashing when I destroy robots, it's really irritating. It might just be me though.[/del] Nope, it's my mods. Crashing on every server. False alarm.
It's also incredibly easy to make a teleporter trap on the stairway that you get to from the left of the Blu spawnroom. I haven't tested this with Red, but since they are probably identical, it should easily work just as fine. The active teleporter is naturally an exit and seeing how the entrance is right in front of the teleporter to the battlements, you can see where this will probably make half the team end up. [QUOTE][t]http://i.imgur.com/EcDXk1S.jpg[/t][/QUOTE] [QUOTE][t]http://i.imgur.com/fpRYGbL.jpg[/t][/QUOTE]
[IMG]http://i.imgur.com/pyyd28p.png[/IMG] Is this supposed to be an elevator or something? [t]http://i.imgur.com/i8MaGsM.png[/t]
[QUOTE=mattmanlex;45351940] Is this supposed to be an elevator or something? [/QUOTE] That's what I was wondering, I walked into it thinking it would open the first time I played. Maybe they should move the spawn tele in there.
[QUOTE=Mort Stroodle;45351320]The tele has a weird psychological effect, where even if I know I should be defending, I instantly walk into the teleporter. I guess we've sorta just been conditioned to walk into teles. Really, there's got to be a better way of getting people to the battlements.[/QUOTE] I'm really not a fan of a non-engineer built teleporter. What about like a moving walkway (like in airports) that's near the ceiling? It could be windowed along the sides so you can see if you need to double back or proceed towards the enemy base.
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