es_mining_b4

Credits

Submitter
  • P1: Beggar
    Points: 457
  • C1: Member
  • A4: Graduate
    Account Age: 4 years
stino (Creator/Co-creator)
Key Authors
Stino

Rating

8.96/10
Based off 5 rating(s)

Additional Info

Development State
Beta
Version
4
Maximum Players
32

Stats

Post Count
18
ViewCount
3,824
Downloads
887
Date Added
4 years ago
Date Modified
4 years ago

Escort map, while waiting for vavle's goldrush, i decided to make an escort map myself. The setting is a long track through mines and canyons. Red team has to push the car forward and blue has to prevent them from doing that. Red can capture control points that disable the blue team from pushing the cart backward.

known bugs: - train parts before the cart reaches final control point, no idea how thats possible since the onpass that triggers it all is only on that path track, this disables the whole map since it shuts down the triggers surrounding the cart. - ghostcart: trigger_multiple doesnt seem to register all leaving players for some reason, and it has a really hard time to determine deaths. - announcer shuts up at 3rd checkpoint, probably a missing output. - players still get lost, they come out of their spawn, run to a sign and go the wrong way!! only possible fix to this is by placing a lot of gates around the map to close of unused parts, but this can only be done at blue territory, becouse if i do this at red, they will be left behind.

chokepoint problems: sentries on the roofs at second checkpoint are impossible to take out: out of reach for spies and rockets cant hit it since all 3 exits are covered by the single sg. So uber is only way out, so i'll connect the tunnel at the checkpoint with the tunnel above gate 2

Changelog b4: - added alternative routes - added alternative spawn exits - locking unused spawn near the track - added more lights in tunnels - Dynamic cart direction indication for blue - Static arrows for red - reducing time added on cap points - moved final capture point behind the train b3: - lighting - announcer added when capture points are capped b2: - full level - delay added afther capping a checkpoint b1: - Gameplay system and 2 control points

  • You must be a member

Comments

    • P1: Beggar
      Points: 154
    • E1: Helper
      EF: 1
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    This is very good, re do it with the valve payload bomb, name it pl_mining and put it in the pl section. Don't worry about the double post thing.

    farly new to mapping
    • P1: Beggar
      Points: 4
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    I'd say this map has a lot of potential. After playing this on our server most people liked the map, but with well balanced teams we never get past the first half of the map. The map gets voted away because of its duration. I'm not sure whether the map is aimed at servers with a timelimit.

    I read that in Goldrush you need to loose control over the cart for 30 seconds before you can start pushing it back, I think that might be a great idea for this map as well. I noticed that the defending team was usually able to push the cart back for quite a bit.

    Another thing I would like is for the 'rounds' to be more like dustbowl: when the stage is completed (cart made it to the capture point) then the teams will be reset back to their spawns and then there is a minute of setup time. This prevents that people are walking around in the wrong part of the map, which happens a lot due to its size.

    \o/ \o/
    • P2: Drudge
      Points: 2,878
    • E1: Helper
      EF: 17
    • C1: Member
    • A6: Elder
      Account Age: 7 years

    The map is way too confusing. It's very hard to know where to go when all the blue arrows point back to the last cp instead of forwards so the teams should be switched.

    The map itself is confusing as it all looks the same and it desperately needs better direction with clear indication as to which sector you are in and the way to the next one.

    It's an ok map though it is too hard fo red imo but the lack of direction makes this seriously dull

    (O>)
    • P4: Worker
      Points: 37,209
    • E3: Tutor
      EF: 61
    • C1: Member
    • A6: Elder
      Account Age: 8 years
    Posted by stino
    Posted by AI|Chicky So I have your map on rotation on my server.... and today near the end of the map (around the 2nd to last point or so), the BLU got stuck in spawn. There was absolutely no way out. Then the red captured a point and it was still BLU. :/ Someone figured out that by changing classes, they spawned in another location and were able to get out but obviously this is less than idea. Just figured you'd want this kind of feedback before you head into B5. When can we expect B5? (also, lots of people are finding themselves lost .... all the time. In B5, please add more direction and more defining characteristics for each area so people aren't whining to me about how they are lost and how my team always wins, not because I'm any good, but because I know the map better than them. >:( ).
    i'm trying to lock off unused areas, and only open them if the nearby point is capped. but with that locked inside the spawns? that shouldn't happen, the grate in the bottom should open and you should be able to exit trough the lower door.

    It was locked from both sides and the grate in the floor didn't open. I think it may be related to the issue with it giving red the point even though the point was still blu. I've got it running on my server now so we'll see if it happens again. I can show you wish spawn area it was as well... but sounds like you know which one I'm talking about.

    www.clan-ai.com
    • P1: Beggar
      Points: 457
    • C1: Member
    • A4: Graduate
      Account Age: 4 years
    Posted by ExpletiveDeleted I wish you didnt have to block of the other areas, because it is fun to explore, but if you could make it alert a player that they are going the wrong way. Compass, signage, sounds, etc.

    compass, impossible. signage and sounds? people ignore them !

    Bananite
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    I wish you didnt have to block of the other areas, because it is fun to explore, but if you could make it alert a player that they are going the wrong way. Compass, signage, sounds, etc.

    Bananite
    • P1: Beggar
      Points: 457
    • C1: Member
    • A4: Graduate
      Account Age: 4 years
    Posted by AI|Chicky So I have your map on rotation on my server.... and today near the end of the map (around the 2nd to last point or so), the BLU got stuck in spawn. There was absolutely no way out. Then the red captured a point and it was still BLU. :/ Someone figured out that by changing classes, they spawned in another location and were able to get out but obviously this is less than idea. Just figured you'd want this kind of feedback before you head into B5. When can we expect B5? (also, lots of people are finding themselves lost .... all the time. In B5, please add more direction and more defining characteristics for each area so people aren't whining to me about how they are lost and how my team always wins, not because I'm any good, but because I know the map better than them. >:( ).

    i'm trying to lock off unused areas, and only open them if the nearby point is capped.

    but with that locked inside the spawns? that shouldn't happen, the grate in the bottom should open and you should be able to exit trough the lower door.

    Bananite
    • P4: Worker
      Points: 37,209
    • E3: Tutor
      EF: 61
    • C1: Member
    • A6: Elder
      Account Age: 8 years

    So I have your map on rotation on my server.... and today near the end of the map (around the 2nd to last point or so), the BLU got stuck in spawn. There was absolutely no way out. Then the red captured a point and it was still BLU. :/ Someone figured out that by changing classes, they spawned in another location and were able to get out but obviously this is less than idea. Just figured you'd want this kind of feedback before you head into B5. When can we expect B5?

    (also, lots of people are finding themselves lost .... all the time. In B5, please add more direction and more defining characteristics for each area so people aren't whining to me about how they are lost and how my team always wins, not because I'm any good, but because I know the map better than them. >:( ).

    www.clan-ai.com
    • P1: Beggar
      Points: 457
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Red's attacking becouse valve made it really confusing to know what team is team 1, if you look at the skins of models, team 1 is blue, but for some other things blue is team 2, and so it ended up like this, and i have a lot of work to swap the teams :D

    Bananite
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Map looks like it took a lot of time to make, good job. We have had this on our server for only a few cycles, but a few things i would like to point out. I consider myself well educated on the workings of the map (at least relative to most of the ppl who are playing this). That said I sometimes find myself lost. The signs, while there are plenty, still confuse people. They follow the little blue CP A-frame signs along the track and end up away from the cart and battle. I'm still not sure where the red arrows that flash are pointing to. Numbering the points might be quite helpful so that if I run past 4 then 5, but my HUD says they are attacking 3, that would be nice. Also a compass indicator like for the briefcase could be helpful if placed on the cart.
    Ive tried to tell people that if you are running past multiple CPs after spawning that you are going the wrong way, but that only helps so much.
    His comment about a choke point before the 3rd CP (it was an early CP, but not #1 for sure) is accurate if hes refering where they come out of the mountain and it follows an almost S curve along the edge of the mountain and then out and down a ramp into a small valley that seperates the blue spawn from the mountain. (There is a level 2 health pack under the ramp heading to the CP). (sorry for bad description) It was real easy to pin them inside the cave.
    Also why is Red attacking and Blue defending, no biggie, just seems contrary to standard conventions, and minimally confusing to some. And the cart, i understand its a new item to the game and thus buggy, but it is pushy, and it is much harder to push back than forward (prob intentionally), it is unclear sometimes how to get it going backward above 25% even with 6+ ppl on top of it, but i have seen it hit 50%.
    One idea I had was to include mini-maps similar to what you find in CCP_CircleJerk, telling you where you are and what you need to attack. Sorry for the long post, but this is a very nice looking and has great potential because I love dynamic maps.

    Bananite
  • You must be a member