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Hsnopi
02-23-2008, 01:50 AM
I have the map in a state where i want to test playability before i add a ton of detail. it has basic lighting but nothing fancy. that will be a beta release. But I want to make sure it is even really playable before I go that far. I need somewhere I can run it, preferably with you all playing, and I can test performance and such. Then take it completely out of rotation. Possibly pwd protect the server for that night.

any ideas?

LilPuppy
02-23-2008, 02:20 AM
AHH...the rodent made us a maze...well done Jeff..what ever game and/or night the debut I'll be there...be proud to TK you on your own pixels..beatch ;)

MAGZine
02-23-2008, 03:16 AM
use the VSF server.

Can:
a) Throw up another instance (Right? Little Overhead?)
b) Use one of the current servers (?)

Lock doesn't need to be there; getting people's opinion might be a good thing, maybe not so much for the alpha.

Naz
02-23-2008, 11:46 AM
Count me in.

Though I think the server should be locked since it's still in alpha.

Dave?

-Naz

SpongeBob
02-23-2008, 12:36 PM
just give me a link to the file Snowpea, I'll put it on the server.

Hsnopi
02-23-2008, 11:52 PM
thanks folks.
I am really just checkign to see if it is playable. All that is left is the pretty stuff and a few structural elements that need repair. However that is a ton of work for a concept that has never been tested.
I need to see if people can still play wiht the prop_physics I have in place.

I know
1. it is still dull.
2. there is some issues ieht the geometry ont he water side of the map near the edges,
3. it is still dull


Things I want to check:
Do I need to slow the cars down,
does the random map work on a live server,
should I make it so no one can go over the big wall
should I make the bridges destructable
should I make the logs move
should I make it so you can't enter the tunnel.

Here it is.

http://www.hsnopi.net/tf2/ctf_frogger_alpha.bsp

I have never released a map somake sure it works for me dave. Lemme knwo what else you need.

If you need to contace me I am at hsnopi@hsnopi.net or aim hsnopi.

Not sure when a good test night would be. I am free after 8 on almost all nights cept sat.

Thanks:)

MAGZine
02-24-2008, 01:04 AM
Either:
a) Logs should move
or
b) Water should be poisonous. You should HAVE to use the logs or rocketjump/stickyjump, falling into the water and swimming across is a frowny face.

The map is hilarious. I love the traffic. Speeding it up even might be an option.

Running as a local test, the intel appeared ALWAYS in the middle slot.
There isn't any blue intel? (?)

Hsnopi
02-24-2008, 01:13 AM
you played it?
sweet.
Yeah i was thinking there is all kinds of hazzards ont he first half but the second half lags. There is not a lot of combat area because of the road so I thought he flag area would be that. I figured I could make the bridges like the glass on 2 fort. Force people to cross the street. As a heavy it took me tree tries to get across with no one shooting at me.

I thought about making the water poisonous, like a sludge. Still may. that is part of the reason i want to test it. If I leave no field for combat then it is all a jumping game.

Glad you like it so far.

Hsnopi
02-24-2008, 02:39 AM
most recent version is in place.

SpongeBob
02-24-2008, 10:51 AM
it's in the Custom server rotation. Roland will be upset, as it makes the rotation one map larger.

Angry Kid
02-24-2008, 12:57 PM
Another bug I ran across is that I was able to follow an enemy player into his spawn (I didn't see the big red circle/slash 'do not enter' symbol, either). Once inside, of course, I couldn't exit.

My 2ยข suggestions:
I semi-agree with RtG. Maybe not remove the catwalks completely, but have them terminate 1/3 to 1/2 way across the road as a sniper perch. That way you could use it to help you across the road en route to the intel, but you couldn't use it to get back
More traffic lanes & more vehicles = more better
I 2nd the toxic water
It's not Frogger-y, but maybe add some big lilly-pads in addition to the logs and/or make the logs wider/flatter. The logs are damn-near impossible to stick a landing on.
Add a wall separating the 2 spawn areas extending to the road. Make it wide enough to stand on or build a sentry on, but not tall enough to block snipers' line-of-sight, so that any mixing it up in the spawn area has to take place in the road or beyond
Either fewer underground tunnels (i.e. make a chokepoint) and/or
Add a mini map on the tunnel walls in various places a la DC Oil RigsIn general, I like the fact that this map stands traditional intel defense on its head since there is no one set place where it will pop up.

MAGZine
02-24-2008, 02:20 PM
Bugs found:
- You can walk into the other persons spawn behind them (all ready mentioned)
- You can take the intel into your own spawn
- The bug where you crouch on top of oncoming traffic and get stuck crouched still exists (screenshot below). We decided it is probably caused by the walkways, which should be removed (also decided).
- You cannot change your class everywhere in the spawn area past the doors.
- A red pyro was shooting his flame through the spawn cake.

*** Being updated actively as more bugs are found.

Hsnopi
02-24-2008, 03:34 PM
ah i forgot to block out the enemies. I will get that in.

I will cusom make the logs and add lily pads. I cna make the water toxic.

I wanted everyone to see what the other classes are doing for fun. I added the lower two levels so although people knwo what you are they don't knwo whereyouare going. I tried to use the rule of two. I think on a 24 player map there are just the right amount of tunnels and paths.

What about making the bridges destroyable? have them respawn after a few mins. say 10. though removing them would get rid of the stick area. I am not sure I like that solution. But hey I can try it.

I ma not clear on what you mena by the wall betweenthe spawn areas. I thknk Iknow whereyou mean but now what.

And where is my screenshot!

Hsnopi
02-24-2008, 03:34 PM
i can add a minimap. that was a to do later thing. basically the things for an X so you can tighten up there.

Hsnopi
02-24-2008, 05:48 PM
i was watching today. I am gonna make the bridges go halfway across. I fixed the entry into spawn areas, also did func_nobuildinthe water and spawn areas. I need to fix the flamethrower thing but not sure what he was talking about.

Not sure if sticky jumping on top of the spawn areas is bad.

Hsnopi
02-25-2008, 10:10 AM
ok so the bridges go halfway across now. you can't enter the tunnels. the water does 100 points of damage per second. (50 every half second). I made the underground into a bottleneck. Got rid of the X halls and made it one hallway everyone runs through but big enough for a firefight. Thickened the walls on the concrete wall. Added func_nobuilds to the spawn area and the water. Put int he func_nospawnroomvisualizer (but i need 2 people to test it), I may speed up the car int he second lane to 1200. Those are hammer units per second. so like 68 miles an hour. Most of the cars are between 50 and 60 right now. (80-96 kph) I added a few signes to help find stuff. I also expanded the area so i can add a 3d skybox. Lighting is pretty much done at this point. I am going ot make it so you can't jump over the concrete wall.

And that is where we stand. I need to make the floating bits for the water. They will probably not move. be more like a swamp.

MAGZine
02-25-2008, 05:00 PM
Cool. Downloading now, test later.

* Oh. Not out yet.
I invited a friend. He said: Moar traffic. Make trains. Make aligators.

Hsnopi
02-27-2008, 03:37 PM
lol yeah. more traffic might start to hamper play. I am adding alligators
no real place for trains.

MagiCanduBar
02-27-2008, 03:54 PM
make an easter egg button that makes the map rain trains!