Construction Community Map Dev Thread


(Violator) #101

How about this then. I still need to add the ‘goldrush stairs’ to where the hole is in the 2nd shot + clutter etc. There should be more room now the fence is rotated to get a hog in more easily.


(GRiMP) #102

I am dieing to see a full set of vehicles throughout the map!!! And some more turret placements!!


(_Wizard_) #103

This map begs for more turret placements and the full complement of vehicles. Strogg has much too long of a trek to the first few objectives…


(BaggerMan) #104

PLEASE PLEASE PLEASE!

Please give the Strogg the full compliment of vehicles either from the forward or the main base.

This map HEAVILY favors the GDF in that capacity. The 2 hogs mainly get used to protect from the constant barrage of Armadillos and Trojans trying to take the forward.

Thanks! :oppressor:


(WhiteAden) #105

those 2 accounts seem to have been made just to post this…


(f34n0r) #106

Nah, TAW just had a clan match on this map with 6 teams of 12, literally 72 people all playing at the same time, 3 matches of 12 v 12. We all played the map 4 times each, two full stopwatch rounds and ALL 12 matches were full 20 minute holds.

These are all real guys, I have the demos from tonight to prove it.

We had our entire north american group, 70+ guys, play this map 4 times in a row on stopwatch mode.


(WhiteAden) #107

thanks, I was just wondering, cause they both have their 1st post in these sections, and no profile picture…


(f34n0r) #108

I know it’s not an in-game demo, but here is tonight’s teamspeak screenshot that we use to calculate attendance to see who showed up


(.Chris.) #109

Against the law or something?


(Violator) #110

Quick, someone summon the

We have already added more vehicles which we all know is the main issue with the map (the forward spawn for instance is now at the red hut and you get 2 hogs there once its capped) + moved the strogg intiial spawn forward which is the second issue (distance).


(SebaSOFT) #111

Alsoo we added some more deploy spots that will allow (for instance) to deploy PsyRadars to cover most of the Construction Site. That was an issue too…

Feanor, all hold outs? In wich instance the map was holded? Did the Strogg ever get to the Subway level?


(.Chris.) #112

Offtopic:

72 / 4 = 18 4v4 teams

72 / 6 = 12 6v6 teams

72 / 12 = 6 Full power teams

72 / 16 = 4.5 MAX POWER TEAMS

Ontopic:

Managed to get any of shiro’s suggested changes done? They were pretty awesome or Violators previous suggestions that were ace also.


(SebaSOFT) #113

Yes chr1s, shirosae made some cool suggestions and “some of those, some of others, some of us” is the formula being applied

EDIT: Don, with the new atmosphere, did we change the fog to white or something like that?


(Violator) #114

So the things we need to do are in my mind:

  1. Move the GDF Fort to bottom right hand corner
  2. Make Strogg barricade spawn above and to the right of the barricade.
  3. Make tower access to site area
  4. Moar vee-hicles

And things up for grabs are

  1. Increase size of bay to left to cut out dead forest area (should we move the hub inwards as well so its near the new position of the strogg initial spawn?). Lot of work for Donnovan though…

Things so far done

  1. Moved strogg initial spawn to the forest (‘sonar hut’).
  2. Moved strogg forward spawn to the red house & added some vehicles.
  3. Rotated fence by 90’ and added staircase entrance from fence hut to barricade sand area.

(WhiteAden) #115

nope… just keeping the smurf possibility in mind…

I was in a shitty mood last night… sorry


(Donnovan) #116

Seba, no, i have not changed the fog to white… It’s white right now???


(f34n0r) #117

IMO, adding more hogs to the first objective is almost pointless, you could have 12 hogs and it wouldn’t help much because it’s hard for the hogs to do anything except run around the fenced areas and try to kill trojans and armadillos. There is the tunnel and the tiny spot where hogs can jump down but that is usually a focus for GDF rockets. The cyclops would be able to look over the fence, which would be cool.

I will upload our stopwatch demos but the main thing for you guys to realize about this map is:

-it takes forever for the Strogg to get anywhere or do anything while the GDF are defending a very small area that happens to be a super-fortress. The GDF can see the stroggs all doing things miles away and simply re-orient themselves a few feet and it counters the strogg’s last 3 minutes of efforts in 2 seconds.

To solve this problem, maybe make it so that when the fence blows up, it takes a huge chunk out of the entire ramp/wall like the SSM blowing open the final building on valley so the strogg aren’t funneled down the Ramp of Death. This would also allow more vehicles down into the construction pit (if you do this remember to clear the GDf ramp of obstacles so they can bring down their vehicles too).

Also, as it’s been stated, this giant map needs the entire complement of all vehicles for both sides from the start, like Area 22 which also starts with an indoor objective but has all vehicles to begin with and is a very balanced map.

Consider adding Icari to the first strogg forward spawn.

Also, consider adding a water route to all 3 objectives. This can be accomplished by boring some tunnels under the map which lead to a opening near the water-line in the bay that’s covered by a grate the strogg can blow up as a side-objective. Once inside, they can take desis, icari or swim through tunnels which branch off toward the 1st, 2nd and 3rd objective areas. Make it so the tunnels come up: inside the 1st objective building (like Valley), near the barricade but not right next to it, and for the 3rd one have it maybe come out in the subway station or the hallway going from it to the data-brain. There are simply so few ways to attack for the strogg right now, this will reduce them. All this will become more clear when I upload the demos and you take a look at them.


(SebaSOFT) #118

Don, I didn’t compile the map in a while now. Is it still orange, or you changed the color after the atmos change?

Feanor, Thanks to your suggestions, we are implementing most of them right now, and those issues had been dealt with.


(f34n0r) #119

To play these demos put them into your Documents\id Software\Enemy Territory - QUAKE Wars\qwta\demos

Then load up ETQW, then launch Tactical Assault Mod (make sure you have all the latest hotfixes applied) (if you don’t have Tactical Assault up to date, simply connect to the TAW Custom Map Public server and you will download everything you need).

Then load up the Under Construction Campaign (if you don’t have this custom campaign, again, simply connect to the TAW Custom Pub and you will download it). Once that campaign is loaded, then load up Consite in stopwatch mode. Once consite it loaded up in stopwatch mode, WITHOUT SHUTTING DOWN THE GAME, go back to the main menu and go to replays and watch the demos.

Make sure to change your demo perspective so you can get a view of the whole battle, otherwise you will be stuck watching me the whole time.

http://bravehardt.com/TAW/demo_00008.ndm

more demos to come after I get them from people who were in the other 2 matches.

By the way, most of the holds were on the first objective, though one of the maps made it to the 3rd objective.


(Violator) #120

The 1st demo is of freespirit and the other two are maridia (unless I’m doing something wrong?)