Team Fortress 2 - CGSociety Players


#744

whoa - looks like beta7 is on the server… but can’t download


#745

Nor I. I can’t change the map without being on the server.

CRAP!


#746

< restarted the server. That should push it back to 2fort.

Web based server tools suck. Some please confirm that the server is back up and something other than beta7 is running. Thanks.


#747

Yeah. Booooo. I wonder if anyone is even in the game now.


#748

Okay, server’s back up. Thanks, Kirt.


#749

:thumbsup: I took beta7 out of the mapcycle/list. I guess Vanilla didn’t get the file early enough, or there is a filename that doesn’t match.


#750

Nobody had the map and it wasn’t downloading from the server.


#751

Kromano sent me a PM but it failed so I wasn’t even aware of the map change.
I have it uploaded now, though, so everything should be fine for tomorrow.


#752

I should have a newer, prettier version of HappyValley ready very soon, definitely in time for tomorrow night’s game. I’ll PM VanillaChicken and Kirt once I get it online and I’ll also put a link or two up in this thread.

Great (despite the rather large hiccup right in the middle) game tonight, everybody. Hope to see a lot of you tomorrow!


#753

Terribly sorry for the mishap, I’ve been kinda busy today and looks like I messed up my PMs to Kirt and Vanilla from last night :confused:

Sorry again, hopefully it’s hunkydory tomorrow.


#754

It’s ALL YOUR FAULT.

:p

I’m just about ready to release a more aesthetically pleasing version of HappyValley. Just have a few tweaks to do and some stuff in the spawn rooms that needs fixing and it’ll be ready. Should have a link here within an hour.


#755

Good game last night, mishap aside. If I play tonight I want to be on Haz Mat’s team. I’m sick of getting killed by him.

I got screenshots!


Pongoloid lit up Dr Satan so I tired to put him out. With my bat.


The uber-bat charge!


In the middle of my burn-a-thon, where I set a new personal record (5 kills).


VanillaChicken takes the bait!

I must’ve forgotten to get screenshots of the times I died. But trust me, I died. A lot.


#756

Here are some download links for ctf_happyvalley version 3.5:

http://rapidshare.com/files/92491413/ctf_happyvalley3pt5.7z.html
http://rapidshare.com/files/92491414/ctf_happyvalley3pt5.rar.html
http://rapidshare.com/files/92491415/ctf_happyvalley3pt5.zip.html

The .7z is the smallest, but it’s always nice to have some variety. Tell me if you guys have any issues with it.


#757

Sorry about that, I’ll try not to kill you as much tonight :wink:

Swizzle, the new version sounds promising, think I’m going to take a peak before we play tonight :smiley:


#758

Escherhaus Beta 7 and Happy Valley 3.5 versions are now on the server.
Preload them from the links in the first post. Games start in about 30 mins!


#759

I think the current versions of both maps have a little too much advantage placed on the very high, difficult-but-not-impossible-to-get-to places. Sentries on the top of Escher house were dominating both ways into the intel and once people started getting on top of the center spire in Happy Valley it was pretty frustrating. Having a safe haven right in the middle of the map kind of sucks and the only class that might be able to clear off someone ducking up there is a demoman with a charged shot. I point to rather long and boring stalemates on both maps to support my case.

I don’t know if these changes are new or people are just getting more clever with their rocket jumping but I think both maps were better without these advantages.

Or maybe I’m just bitter because I’m the world’s worst rocket jumper. But it still seems cheap.

On the positive, both maps look better in the new version (except for the pink windows and the glo-truck :P). I noticed the staircase issue was fixed on escherhouse as well. It works much better now.

The ‘baseball match’ on Badlands was pretty cool tonight. Is there a way to force melee rounds other then just in sudden death? I can see some very fun mod potential in TF2’s melee combat. Chainsaws anyone?

Circlejerk is… weird as hell but fun, quick (I like quick) and impressively trick.

VanillaChicken, when do we get to play your new map?


#760

I tried, and failed, to prevent certain classes from accessing that high on the rooftops. The idea was only classes like demoman and soldier could get up top for defense while sentries would be limited to down below. Obviously that wasn’t the case, I underestimated the inginuity of the CD team who have broken down my attempts to prevent them from climbing on-high.

Unfortunately there’s no entity that would prevent engineers from building in a certain area. There are places I’d like to use such a device, such as on top of the breakable glass windows and on top of the intel huts.

I had an idea based on comments people had while playing and I’ll see if I can work it into the design. The houses that are, currently, inaccessable across from the bases can be turned into another point where attackers can snipe at intel defense. I don’t know how one might gain access to that level, yet, but I’ll look at it and figure something out. If I do it off the side room in the caves it’d still leave the chokepoint in the middle that bugs some people but would add a third tier attack point for snipers and anti-sentry assaults. The trick would be making access to that perch fast and easy to reach the top of. The last thing I think people need is a long, spiral staircase to the top that would unnecessarily delay them from removing those sentries.

Should things work out well enough, I could extend a bridge or “ladder” like on some of the Valve maps from the rooftop of the house to the perch across the way.

As for turrets being constructed immediately outside the wall, I will try to place a few obstructions that would keep engineers from building anything that embedded. I cannot remove the new cave entrances, the way they were before was bad map design due to the sheer ammount of the map that is rendered by the game engine. The map is small and simple enough that it wasn’t really a problem for most players, but it’s still a problem. The major difference that is totally invisible to you is compile time. If I go back to the old style doorway, compile times increase to over 3 hours from 30 minutes. I will find a compromise between what it was and what it is, somehow.

The round timer, I followed some suggestions from CD Conker on a new map timer, but for some reason it didn’t execute a round over condition. I must have missed a flag, or misspelled something. Conker will likely get back to me on my mistake as he’s edited many user maps that are lacking any timers and ending conditions. Shouldn’t be a major fix, expect a beta 7.1 release to address that issue soon.

I’m sorry I missed Swizzle’s new map, but I’m sure I’ll catch it next week. The screenshots were looking outstanding, I’m sure that even though it’s only lighting and appearance it will add a whole new dimension to gameplay.

Great game again, everyone, take care and see you again.


#761

I was extremely surprised that nobody thought to snipe me and the other guy who was standing up there. It’s a completely open shot and there’s a perfect line of sight from both bases to the center spire. It’s nowhere near as difficult an obstacle to overcome as sentries at the center of Escherhaus.


#762

I’m talking about the very top of the spire, just to be clear. It’s only an open shot if the person on top of the spire moves up to the edge and decide to expose themself but if you back up you are completely covered from any attacks from the ground. And the fact that the only thing behind you is the sky makes it difficult to hurt them even with splash damage from rockets or grenades.

As a demo man, there is no need to ever even stick your head up because you can hang back, completely protected and grenade spam the exits of the enemy base, which prevents snipers from waiting for you to stick your head up. Somebody (maybe you?) killed my sniper twice as I attempted to do exactly that. And this was with regular, nonchargable grenades (obviously shot in a very high arc) so it’s pretty easy to spam.


#763

Hmmm … I agree to some extent. It is difficult to counter these tactics but not impossible. The builds on top of Escherhaus can be taken by a Demoman from just about any of the lower levels of the house. I took out several blue sentries and dispensers from the side cave entrance level and from the stairs. You can also fire from the lawn on the left to reach the top without being targeted. All you need to worry about is the other players coming to stop you.

On Happyvalley, I was easily getting shots on the group of folks on the center spire. Unfortunately, it was with the Engie shotgun. I’m going to agree with Swizzle, a Sniper should be able to take a easy shot there. The Red lighting outside of the Blue base was confusing though. Everyone had a tint of Red and I spent too much time chasing my own teammates around and shooting at the wrong folks.

Circlejerk … still confusing to me. I switched to spy at one point to see if I could loop around to flank the enemy and found myself just getting lost. I think I spent about 10 minutes running through those damn tunnels trying to cut behind them only to finally pop out right in front of the whole army as they were advancing on the next point. That and laughing too hard while folks discussed the significance of the cowboy boot, cactus, igloo and Christmas tree. :smiley:

Apologies to the Medic who healed me in Igloo, got my final achievement “Master of Disguise” and I repaid you with a stab to the back. No hard feelings. :twisted: