• Map Testing Program General Discussion
    271 replies, posted
I think Asteroid would benefit from a system where killing robots reduces the number of lasers by the core. Like, destroying A robots removes the first laser, B robots removes the second, etc. Presently, once you get into the intel room, you pretty much [I]have[/I] to have a teammate on the otherside if any enemy is present, or else you're fucked. One of the entrances is one-way, one is blocked by lasers which you really can't navigate if you're being shot at, and one is a vent you have to crouch in, making it really easy to kill you. If you could take down the robots to remove the lasers, or even just slow them down or something, it would at least be possible to get the cores without being directly backed up by your team. It also would give context for why the robots are there in the first place; they're remotely maintaining the lasers.
[QUOTE=Mort Stroodle;45352473]I think Asteroid would benefit from a system where killing robots reduces the number of lasers by the core. Like, destroying A robots removes the first laser, B robots removes the second, etc. Presently, once you get into the intel room, you pretty much [I]have[/I] to have a teammate on the otherside if any enemy is present, or else you're fucked. One of the entrances is one-way, one is blocked by lasers which you really can't navigate if you're being shot at, and one is a vent you have to crouch in, making it really easy to kill you. If you could take down the robots to remove the lasers, or even just slow them down or something, it would at least be possible to get the cores without being directly backed up by your team.[/QUOTE] This is a good thing. You don't want some lone scout getting in and making off with all of your cores. [QUOTE=Mort Stroodle;45352473]It also would give context for why the robots are there in the first place; they're remotely maintaining the lasers.[/quote] The current theory is that they're protecting australium (new australium-related files)
something tells me the spawn teleporter is just a placeholder until they make an actually good looking teleport pod or something
[QUOTE=mattmanlex;45352523]This is a good thing. You don't want some lone scout getting in and making off with all of your cores. The current theory is that they're protecting australium (new australium-related files)[/QUOTE] You don't want a lone scout to be able to kill anybody who goes in to get the cores. What would those robots be able to do to protect australium? They can't even defend themselves.
[QUOTE=Mort Stroodle;45352628]You don't want a lone scout to be able to kill anybody who goes in to get the cores. What would those robots be able to do to protect australium? They can't even defend themselves.[/QUOTE] There's also unused lines from the administrator that refer to "your rocket" I assume the reason you're on the asteroid is to mine australium?
[QUOTE=mattmanlex;45352634]There's also unused lines from the administrator that refer to "your rocket" I assume the reason you're on the asteroid is to mine australium?[/QUOTE] I don't understand what any of that has to do with protecting it.
So generally for rd_asteroid, remove the teleporter and make the map less spammy/engineer friendly?
the layout so far is good, having several engineers on the core isnt an issue though, since for the most part you can still get points from the robots and most sentry placements can be outflanked quite easily with a bit of coordination. the main issue right now with the map layout comes from the very start of each round: as soon as the round starts both teams will crash head on into each other, usually taking the main bridge and resulting in a massive carnage in a REALLY tight spot early on.
Robot hitboxes are so wonky right now. If I'm trying to attack an enemy while surrounded by their robots, aiming to the side or over the robot still hits the robot while the enemy is unscathed. Of course it's much worse on stairs.
aint map aesthetics come second and gameplay comes first ? in terms of gameplay I'd say cactusCanyon stage 2 cap 1 needs alternate route because currently that spot is a chokepoint
[t]http://cloud-4.steampowered.com/ugc/38595391297609546/4CDBBE56BBE259855B485BBED81732E6E3C06157/[/t] this rock is clipping through stage 2 blu spawn, left side
Looks like engineers found a spot to the right of (at least red) base: [t]http://cloud-2.steampowered.com/ugc/57735689703788449/6C138D104E4FDF848E14F7A2B4DB59F2F0E8A91C/[/t]
A few things about RD Asteroid: - I don't like how the HUD doesn't tell you specifically if your core is picked up or on the ground, and doesn't inform you of the status of the enemy's core when your team has it. - I could do without the big glass half-circle by the core room blocking up that much space. - The core room security lasers killing friendlies isn't cool. They need to make the center of the map less... 2Fort-y.
It's a bit annoying to be on a team with engineers who solely defend the core instead of the robots, this usually happens when we have no points at all to be defending. Granted this is a player learning the map issue rather than the map itself.
[IMG]http://i.imgur.com/6EhkFBY.png[/IMG] You can walk through this railing.
[QUOTE=Epiccrumbs1;45357500][IMG]http://i.imgur.com/6EhkFBY.png[/IMG] You can walk through this railing.[/QUOTE] You can walk through 90% of the railings on the map.
When someone picks up the core, leaves and picks it up again, the UI only shows the first amount and not the total.
[QUOTE=Darth_Toast;45354404]Looks like engineers found a spot to the right of (at least red) base: [t]http://cloud-2.steampowered.com/ugc/57735689703788449/6C138D104E4FDF848E14F7A2B4DB59F2F0E8A91C/[/t][/QUOTE] The spot is mostly harmless. The reason why you can go there is because the trigger doesn't reach it, however you can shoot people through the rocky ground yet sentries do not seem to reach. [t]http://cloud-4.steampowered.com/ugc/57735689726852720/0D7386DF26356C662E1AF17F19A4A43D299B10EC/[/t]
That glass semi-circle on the second floor of point C? I've had a *ton* of showdowns around it with a single enemy player where we're trying to kill each other, but can't because we can see through it and anticipate each others moves. Instead we proceed to dance around it in various directions trying to position ourselves on the health pack side while hoping the other player slips up or a teammate comes in and helps break it up. I think that little spot up there could use some change in layout.
I knew there was something funky with the robot hitboxes. I should not be able to hit the robot when shooting about it. Yet: [t]http://i.imgur.com/ksXQoIT.jpg[/t] Unfortunately, TF2 has apparently removed the ability to show hitboxes so I had to use tf_debug_flamethrower [t]http://i.imgur.com/4TRXPQO.jpg[/t] Relative height of hitbox vs robot. [t]http://i.imgur.com/xkuOFBv.jpg[/t] [t]http://i.imgur.com/mwCeuI0.jpg[/t] As always, the hitboxes "look" fine when viewed in Model Viewer probably since it's only showing the hitscan hitbox.
Hitting the robots is bothersome. They hop around in a weird circle when being attacked, which, when lag is applied, makes them jerk like they have severe palsy. [editline]11th July 2014[/editline] The medkit on the second floor between the B and C robots shouldn't exist. It's too easy for someone to camp the enemy's spawns, since, judging by 90% of my experiences, there's no one helping me defend the C area, and an enemy can fire off at people coming out of the left spawn door and retreat to an easy medkit. I'm also getting really bothered by the size of the map. Seeing a teammate is too rare. The teleporter really mucks everything up. I also had someone try to tell me that a lone demo could carry the entire team and remove several enemies from camping their base. Then I got kicked for hacking because I double-donked someone, I think. Too many people are treating this as though they're on some trade server instead of a real game.
-snip it was stupid-
[QUOTE=Mort Stroodle;45364831]I was on Asteroid yesterday, and found two people making a wall of high-five on the balcony. I decide "fuck it" and joined them. Within several minutes we had like 10 people on the balcony doing the high five pose. Suddenly one person appears and starts congaing. At that moment the map was no longer rd_asteroid, and was instead conga_asteroid. tl;dr conga op[/QUOTE] I had only 9 HP and ran into enemy scout and, I somehow challenged him for RPS, he agreed, I won and he died. RPS is OP.
You can somehow stand in the middle of that silo thing if you rocketjump [t]http://i.imgur.com/UnZC7Uu.jpg[/t][t]http://i.imgur.com/Tmk8qM8.jpg[/t] Some of the water here should be able extinguish your flames. It's frustrating to see water and not be able to survive fire, I've seen a few people try to crouch only to die of afterburn. [t]http://i.imgur.com/x6tkPbr.jpg[/t] This thing in red is well placed to prevent Soldiers from rocket jumping and get to a teleporter hidden on the left, I think it should stay there, but the hitbox should be changed. The hitbox is a lot bigger than what the model looks like, it made me rocket jump into an invisible wall countless times. [t]http://i.imgur.com/eqQjZ4D.jpg[/t] Also the map is a little too Sniper friendly. There's a lot of viable options for Snipers to just stay and camp at the same place without risk. It makes the first point really hard to get if there's a good Sniper and a sentry guarding it.
[QUOTE=Upgrade;45363865]I knew there was something funky with the robot hitboxes. I should not be able to hit the robot when shooting about it. Yet: Unfortunately, TF2 has apparently removed the ability to show hitboxes so I had to use tf_debug_flamethrower Relative height of hitbox vs robot. As always, the hitboxes "look" fine when viewed in Model Viewer probably since it's only showing the hitscan hitbox.[/QUOTE] I've died a few times trying to shoot an enemy player on the other side of a robot, only for the rocket to explode in my face after hitting the bot. They definitely need to fix this as it's very frustrating.
It seems that the minimal hud doesn't display the robot respawn timer clock thingy. I guess valve decided that's not important information to have on hud if you want to keep it minimal. Just like they decided not to display the wave number in mvm.
Has anyone else had the round end suddenly? Is there a time limit to the round that I'm not seeing?
snip
[t]http://i.imgur.com/1uiuMym.jpg[/t] I played a game where the teleporter for both teams simply refused to work. We did win, but it took an ungodly amount of time. Often by the time we destroyed the A and B bots and fended off the enemy team, the A bots had respawned. Fortunately one of our Engies hid a teleporter in their water pool. Without the teleporter to quickly get you to mid, it feels like a really extended version of 2fort. I guess the enemy team had the same amount of trouble with time wasted just getting out of their base.
More core stealing ideas -Stealing cores works like capturing a point. The person who 'initiates' the steal carries the core, and every other teammate helps fill the core up faster. Different capture rates between classes are reflected in the core stealing (ie scouts steal faster). Base capture rate is reduced, but capturing with your team would be faster then stealing on your own as it is currently. -When a core is on the ground, it will start leaking energy back to its original team at a rate where when the core disappears, the final energy will have been returned. The energy will not return to the core when picked back up; if it 'leaks', it's back in their base until you capture it again. It leaks at a rate of 0.6% of the energy in the core a second; in other words, the lost amount from the core is the same amount of time that's run off the timer. -Carrying the core reduces your max health (like Greevil Taffy in Dota 2's Halloween event). You can lose up to half your health from carrying the core.
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