ctf_biomass_rc1

Reveal what you have made so far and get feedback on development.

Re: ctf_biomass_b1

Postby The Milkman on Sat Apr 10, 2010 6:01 pm

YokaI wrote:...The way I see it, every map should have it's own unique game play. And if everyone hates 2fort, why is it one of the most played CTF maps on TF2 (possibly under turbine?), it's like saying de_dust2 is an awful cs:s map, or inferno. (Actually, inferno is bad because of how demanding it is graphically on some users computers, however the layout is quite phenomenal and was a pretty popular 1.6 map because of it.)


Sure, every map should have its unique gameplay. But does that mean we should have a map which is just an open field so we can experience that unique gameplay? Or completely underwater so we can experience that gameplay as well? The pyro wouldn't be too happy about that one, which brings me to my point: Maps still need to be balanced. Yes, 2fort is a very popular map, but why is it the most played map?

I love 2fort. but that doesn't mean it doesn't have problems. Because of the introduction of the radar it's almost impossible for flag carriers to make it out of the base (thanks to 2 narrow corridors). Valve had to introduce a 20 second spawn wave timer just to balance out the issue of players not being able to escape once they acquired the flag.

Narrow corridors confine players to linear movements, which makes player movement incredibly easy to predict. It makes soldiers and demomen overpowered and encourages spam from the lesser skilled players thanks to the "focusing" affect. Different gameplay is usually refreshing, and everyone likes an original design. In this you are right. But a map isn't good just because it's different. There are still certain trends you need to conform to in order to balance classes and produce enjoyable gameplay. People enjoy 2fort for the easy kills and non-dynamic playing field, not because it is a well designed ctf map. It can take players anywhere up to 3 hours to capture the intel which is 6-9 times longer than the average TF2 round, and the round still isn't completed. 2 more captures by the same team are still required to end the round. This isn't even on an instant respawn server.
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Re: ctf_biomass_b2

Postby jgoodroad on Sun Apr 11, 2010 5:46 am

...radar?
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Re: ctf_biomass_b2

Postby The Milkman on Sun Apr 11, 2010 9:00 am

On the HUD... each intel has a radar that points to the flags direction, and whether it's dropped, being carried or at home.
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Re: ctf_biomass_b2

Postby jgoodroad on Sun Apr 11, 2010 6:26 pm

I wouldn't call that radar, but I know what you mean.
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Re: ctf_biomass_b2

Postby S.W.A.T.Y on Tue Apr 13, 2010 1:47 pm

I might remove the death ppit at middle and put an underground tunnel since many people are complaining about death pits.
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Re: ctf_biomass_b2

Postby jgoodroad on Wed Apr 14, 2010 1:47 am

but death pits are fun...just make it, less death pit-like by adding some pipes juting out
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Re: ctf_biomass_b2

Postby S.W.A.T.Y on Fri Apr 16, 2010 7:38 pm

Beta 3 includes some big gameplay changes.

Download
http://forums.tf2maps.net/showthread.php?t=12609


Beta 3 Changelog:

-Fixed some displacements not sewed together
-Fixed some floating props
-Fixed a few overlapping textures
-Added stairs to the roof above the building.
-Removed the death pit at middle.
-Added an underground tunnel at middle.
-Added more health/ammo.
-Visually improved the 3d skybox.
-Added more cover on some parts of the map.
-Widen the corners to the intel room.
-Improved fps.
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Re: ctf_biomass_b4

Postby S.W.A.T.Y on Fri Apr 30, 2010 10:29 pm

Download
http://forums.tf2maps.net/showthread.php?t=12609

Beta 4 Changelog:

-Modified the entire area where the catwalks used to be due to the death pits being a problem.
-Fixed a few textures overlapping.
-Added more health/ammo.
-Improved fps.
-Added more detail in some certain areas of the map.
-Fixed a few other visual glitches throughout the map.
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Re: ctf_biomass_rc1

Postby S.W.A.T.Y on Sun May 09, 2010 12:34 am

Download
http://forums.tf2maps.net/showthread.php?t=12609


RC1 Changelog:

-Added another spawn due to being too easy to spawn camp before.
-Fixed the fade distance to a couple of props.
-Fixed some nodraw textures.
-Fixed some issues with clipping.
-Fixed an issue with the 3d sky.
-Improved fps.
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Re: ctf_biomass_rc1

Postby S.W.A.T.Y on Wed May 12, 2010 4:56 am

I'll post this here too in case someone reads this.
Well, since ctf_biomass is finished now I have decided to show you guys where I got the inspiration for this map. So I got the inspiration from this concept art that Bungie released for halo reach beta, not that I like halo or anything, I randomly found it online googling for concept arts because thats how I get my inspiration for every map I make.

This is the concept art
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This is my map.
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This is where I first found the concept art.
http://www.shacknews.com/featuredarticle.x?id=1278
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