| TF2 Map Discussion Talk about your favorite Team Fortress 2 maps, suggest new ones or petition to have your most hated map removed. |
07-24-2008, 07:29 PM
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#1 (permalink)
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More Focused
Join Date: Dec 2007
Posts: 65
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dom_canalzone_b1
The map dom_canalzone_b1 has been released. This is the first beta of the map, so any feedback would be appreciated in the process of creating this level.
Screenshots:
http://vilepickle.com/map/screens/tf2_dom_canalzone
Downloads:
http://vilepickle.com/map/dom_canalzone_b1.7z (7zip, 9mb)
http://vilepickle.com/map/dom_canalzone_b1.zip (zip, 21mb)
http://vilepickle.com/map/dom_canalzone_b1.bsp.bz2 (bz2, for server admins)
Canalzone was a QuakeWorld Team Fortress map with 8 control points. Players had to bring flags to the CP's and as this happened the team's overall score increased based on the number of points obtained.
Dom_canalzone is a remake of this first Canalzone map by David Sawyer (NOT the Team Fortress Classic version cz2 with 5 points). It uses the Domination game mode created by TheBladeRoden. In this game mode, players capture control points like other TF2 maps, but as they do so they score more points over time (as shown as a percentage score on the HUD). Whoever reaches 100% domination first wins the round. Teams can also win by capturing all 8 control points. Spawn points are dynamic, in that as you capture CP's, you gain more spawn locations and the other team loses those spawn points if they had them.
This version of domination does not include the jail system typical of other dom maps due to a bug in the original game type. Players always have spawn points in their team's base.
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07-24-2008, 07:56 PM
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#2 (permalink)
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Professional Crastinator
Join Date: Sep 2007
Location: Austin, Texas
Posts: 1,266
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Very interesting. Loading onto the server now.
Thanks for the heads up, Vile.
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07-24-2008, 07:56 PM
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#3 (permalink)
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I like it like that
Join Date: Sep 2007
Location: Canadiana
Age: 32
Posts: 1,265
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Ummmm wow? Canalzone was one of the best maps on the planet for old school TF. Can't wait to try this.
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07-24-2008, 11:21 PM
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#4 (permalink)
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Professional Crastinator
Join Date: Sep 2007
Location: Austin, Texas
Posts: 1,266
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Ok it's all loaded and I'm sure it'll get queued up tonight.
Whoever calls it up, make sure to play the map twice, so people can use the first game to acquaint themselves with the map before the fragfest begins.
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07-25-2008, 06:46 PM
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#5 (permalink)
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Hate Breeder
Join Date: Sep 2007
Location: horrorwood
Age: 16
Posts: 583
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This map is definitely fun but I don't want to see it on our server again in its current iteration.
The main reason being that it is too big and too hard for any class beside soldier and scout to get around. The size, complexity,and number of objectives ruin any teamwork on a 24 man server because there is just too much to go for. Maybe when everyone has a better understanding of the map it will get better, but that could take a while because it simply feels like a massive maze.
On another note many of the ledges and other areas that look like the are designed for scout jumps seem to be too high or really hard to pull off, is that intended or am I just a shitty scout?
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07-25-2008, 07:12 PM
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#6 (permalink)
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Professional Crastinator
Join Date: Sep 2007
Location: Austin, Texas
Posts: 1,266
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The only way for people to learn a map is to play it. And it's not as big as it first appears. There are 8 CP's, but from my first playthrough yesterday, at least 3 CPs (Fountain, Library and I think Arch Room) are about 100 feet apart.
I think the map feels 'bigger' than it is because it can be far to find CPs if you're walking around the perimiter of the buildings, but there are pretty short paths from the inside. And engy's sentries should moderate the effectiveness of scouts on the map.
Not disagreeing with you necessarily, since I don't knwo the map that well myself yet, but Vile's history with making maps and responding to feedback here (including Castle, Stag, Impact, and Stag, among others) earns the benefit of the doubt with a new map. So we're gonna give it a few more tries over the next few weeks and we can assess the map once more people are familiar with it (and have hopefully left meaningful feedback on it here).
For any admins calling this up: make sure to play the map twice in a row, and letting everyone know in all-talk that the first game is to acquaint themselves with the map and explain how the map works, while the second game will be a 'real' game. This worked pretty well when we seeded the server last night as it allowed people the freedom to check out the layout of the map before worrying about caps.
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07-25-2008, 07:22 PM
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#7 (permalink)
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More Focused
Join Date: Dec 2007
Posts: 65
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The nature of having 8 CP's is always going to be overwhelming... there's really no way around it with Canalzone. I expect it to be confusing at first, but as long as people give it a little while they'll associate the CP names with their locations and have a much better time.
As for only scout and soldier being able to get around... I disagree. Pyros are rather effective if used properly. I've seen engineers lock down points so scouts have serious issues and have to avoid those CP's. Medics are a deciding factor in the crucial DM atmosphere where if you die you don't get a point, and thus fall behind.
It may not be the greatest pub map, as I don't really design primarily for public play (I like to give the nod to competitive TF2 first since nobody else does). That said, I still want people to be able to learn it and have fun, regardless of where they play it. There are a number of important decisions you can make during a game on this map (which CP to go for, etc), which is why I think it is fun.
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07-25-2008, 07:33 PM
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#8 (permalink)
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I like it like that
Join Date: Sep 2007
Location: Canadiana
Age: 32
Posts: 1,265
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I remember the original being somewhat disorienting and confusing when you first played it too. Once you know where things are it's a whole different ballgame.
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