pl_VipersDen_b1

Author: Termaximus
File Size: 4.5 MB
Overall Rating:
 

Currently on servers: 
69.12.94.83 27015
72.37.231.73 27015


**If you put my map on server, please send me the IP. Thanks.**

VipersDen

Beta 1.0. I've playtested it with my clan and it is a very fun map I think. All payload entities should be working correctly. Most of the big detail is complete, but needs a lot of minute detail to pretty it up.

More screen shots coming soon. 

********************************************

MAP INFORMATION-

Title: pl_vipersden_b1
Version: Beta 1.0
Filename: pl_vipersden_b1.bsp
Created By: Matt Stambaugh - aka Termaximus
Author Email: message me on TF2maps.net or Fpsbanana.com
Type: PL
Compile Date: 1/15/2009
Development Cycle: Alpha 1 -> Beta 1 -> 

*******************************************

THANKS TO:

My wife for putting up with my constant Hammering, Russ and everyone else at Team Vipers (www.team-vipers.com) for hosting and play testing the less than perfect alpha, John Novak, TF2maps.net for the payload contest that motivated me to finish the beta, fpsbanana, and everyone else who has playtested and/or given feedback on map.

********************************************

DEVELOPMENT: 

Program: Hammer
Known Bugs: none I know of, but I'm sure there are plenty
HDR: No
Compile PC: AMD Phenom Quad Core, 8 gb ram, Vista 64


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pl_VipersDen_b1

#  Jan 16, 2009 at 1:56 PM
Join Date:
Jan 16, 2009
Post Count:
50
 
Termaximus 89175
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Specialty: Engineer
Clan: Team Vipers
 
I only update this thread sporadically, for more screenshots and a change log visit VipersDen WIP

Feedback Instructions:

Please leave constructive criticism. I particularly want any found bugs, how the attack/defend balance is (play for more than one round before determining this please), and class balance. As for detail, I am working on this



#  Jan 16, 2009 at 6:52 PM
Join Date:
Aug 25, 2008
Post Count:
919
 
ChompaChompa 87623
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Specialty: Spy
Steam ID: Chomping General
 
Will download and critique/give feedback sometime soon
#  Jan 17, 2009 at 7:02 AM
Join Date:
Jan 16, 2009
Post Count:
50
 
Termaximus 89175
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Specialty: Engineer
Clan: Team Vipers
 
Thanks Chompa, looking forward to it.
#  Jan 17, 2009 at 7:59 PM
Join Date:
Oct 08, 2008
Post Count:
444
 
JNal8907 88208
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Specialty: Sniper
Steam ID: JNal8907
GamerTag: J.
Clan: {TF2F} Community
SquigMember
 
Pretty big map, but since a lot of servers use 32 players nowadays, it would probably work well. There are a lot of empty areas though, especially in the side rooms. But I'll continue to run around and see if I spot anything.
#  Jan 18, 2009 at 6:56 AM
Join Date:
Sep 24, 2008
Post Count:
491
 
Kermit 88024
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Specialty: Demoman
Clan: Pandemic
 
I think we should test out this map during a Failander where we have 10v10. Looked pretty interested and extremely big! I'm guessing you made it that way, so unlike other pl maps where scout is pretty useless; the scout can be effective~
#  Jan 18, 2009 at 8:46 AM
Join Date:
Jan 16, 2009
Post Count:
50
 
Termaximus 89175
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Specialty: Engineer
Clan: Team Vipers
 
Quote:
Originally Posted by JNal8907
Pretty big map, but since a lot of servers use 32 players nowadays, it would probably work well. There are a lot of empty areas though, especially in the side rooms. But I'll continue to run around and see if I spot anything.
I am going to add a third CP since track is so long. The empty areas will be filled up significantly. My next step is to fix any found errors and to continue adding obtacles and detail.


Originally Posted by Kermit
I think we should test out this map during a Failander where we have 10v10. Looked pretty interested and extremely big! I'm guessing you made it that way, so unlike other pl maps where scout is pretty useless; the scout can be effective~

I do want a good bit of openness (it is a canyon afterall), but not as much as currently exists. I do want every class to enjoy the map, so any class specific feedback would be great. Finally, any server time would be great.
#  Jan 18, 2009 at 10:51 AM
Join Date:
Jan 16, 2009
Post Count:
50
 
Termaximus 89175
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Specialty: Engineer
Clan: Team Vipers
 
Here is a current To Do list to try and avoid too much redundant feedback.

Current To Do
1. Fix game_round_win so Red can win when time expires
2. Fix hole at top of blue side rock arch
3. Shrink outer cave so it is not so wide
4. Add wall displacements to center caves
5. Add more buildings and other obstacles to open spaces
6. Add a LOT more detail
7. Add code so servers can have map go into sudden death
8. Add third CP
9. Clean up cliff displacements where faces aren't lining up
10. Smooth out hills to prevent stickness
11. Render cubemaps in LDR and HDR
12. Maybe add small water puddles on blue side to dampen red players when they drop down
13. Create and add Vipers 'wanted posters'
14. Create and add map video
15. Create and add map start screen
#  Jan 18, 2009 at 1:15 PM
Join Date:
Sep 24, 2008
Post Count:
491
 
Kermit 88024
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Specialty: Demoman
Clan: Pandemic
 
Yeah, good luck with this. Usually payload maps are good are all classes except Scout.
I'd say, make sure there are open areas so scout is effective. That's the only class that seems to rarely be an asset in payload maps. Open spaces will allow scouts and snipers to be more effective. Looks good so far though~
#  Jan 21, 2009 at 10:22 AM
Join Date:
Jan 16, 2009
Post Count:
50
 
Termaximus 89175
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Specialty: Engineer
Clan: Team Vipers
 
Beta 2.0 ETA: 2-15-2009

Current Beta 2.0 ToDo

  1. Fix game_round_win so Red can win
  2. Fix hole at top of blue side rock arch
  3. Fix sticky B door leading up from blue barn to red town
  4. Shrink outer cave so it is not so wide
  5. Add wall displacements to center caves
  6. Fix too Sniper friendly ramp area in center cave
  7. Add more buildings/obstacles to open spaces
  8. Add a LOT more detail
  9. Add code so servers can have map go into sudden death
  10. Add third CP
  11. Fix sticky cliff displacements, add player clips
  12. Smooth out hills to prevent stickiness
  13. Render cubemaps in LDR and HDR
  14. Add small water puddles on blue side to dampen red players drop
  15. Add cameras
  16. Detail large box at last CP as jail
  17. Make jail walls func_breakable for final explosion
  18. Creat final explosion
  19. Create 3D Skybox
  20. Create and add Vipers 'wanted posters'
  21. Create and add map video
  22. Create and add map start screen 
#  Jan 21, 2009 at 10:26 AM
Join Date:
Aug 13, 2008
Post Count:
127
 
SUDA21 87327
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Specialty: Medic
Steam ID: SUDA21
GamerTag: SUDA21
Clan: KAZEA
 
Its a really big and nice looking map i think you out did yourshelf i had so much fun with it .
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Team Fortress 2


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Captures Blocked: Nimbli Bimbli - (26 captures blocked)
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