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DJ_Sylveon_and_Zorua

CP_RailSpike to do list

Nov 11th, 2015
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  1. Current Map Info:
  2. Map Name: CP Rail Spike
  3. Version: A2
  4. Stage of Development: Alpha Build
  5. Game Mode: Control Point (5CP)
  6. Map Design: Extreme Linear
  7. Download Link: http://tf2maps.net/threads/rail-spike.26432/
  8.  
  9. Things to be done:
  10. Key:
  11. * = Continuously Do
  12. ! = Problem/Error Occurred
  13. ~ = In Progress
  14. - = Completed
  15. + = In Progress but On Hold
  16. / = Abandoned
  17.  
  18. Layout:
  19. - Reduce Size of Map
  20. Mid:
  21. - Width/Length
  22. Second:
  23. - Length
  24. - Angles to Width
  25. Last:
  26. - Length
  27. - Add Verticality (especially between last and mid)
  28. - Break up sight lines
  29. Appearance:
  30. - Add in Props in More Locations
  31. - Shrink some overly stretched textures
  32.  
  33. Gameplay:
  34. * Reduce Sniper Sight Lines to Reasonable Amount
  35. * Prevent Engineer Domination Areas (A location that an engineer can easily hold and be difficult to deal with)
  36. - Give Players More of A Heads Up to Train's Arrival
  37.  
  38. Notes:
  39. This log will be updated based on progress.
  40. Alpha v1 will remain available for further review.
  41. Recent Changes:
  42. Paths to mid are being completely redesigned.
  43. Less Tunnels on the tracks. In exchange the train goes twice as fast now.
  44. Snipers have been nerfed to hell and back but they only visited the 1st level. (Thats the hottest level)
  45. A flank path that skips by 2nd and goes straight to mid was added. It ends up in the halls above the point.
  46. New entrance to mid is along the tracks. This increases train deaths but also limits snipers.
  47. The entrance mentioned above has a large door that opens only to the train and can kill you (5 hp per frame) if in the way while closing.
  48. Two out of the way paths between mid and second where added.
  49. Both paths are hidden. One goes under the wall around mid. The other goes through the wall off to the side.
  50. Hurt Trigger for the train changed to be the same size as the train. No more dying on the opposite end of the train from far away.
  51. Last has lost weight and is much skinnier then it was before.
  52. New pathways for heading out of spawn prevents you from taking fall damage (idiot).
  53. In light of recent updates, a few health packs have been removed. Most of them where small health packs.
  54. Doors to mid are your main source for telling if a train is coming. They open when a train appears on second and closes when gone.
  55. Random stretched textures have been fixed.
  56. Feedback to feedback:
  57. Some Feedback asked to completely abandon the map. This will never happen.
  58. Ok I understand, its too big for what it should be. If you got this far you know its a big focal point.
  59. Forward Spawns: In the future maybe. For now no since I'm reducing the size.
  60. Train Alert: I want the train to be a bit of a surprise but I'll still add something in to help alert players.
  61. Ledge High: I only intended two ledges to have fall damage. I'll look into it more.
  62. Flatness: I'm going to add verticality too it.
  63. Curve Layout: No because it's meant to be linear by design. I will make paths however not so straight.
  64. Sniper Heaven: I'll make it sniper hell. How does that sound? Sounds good to me!
  65. Red Bias: Really? I never saw a bias towards one team when testing. If its the train alert that causes it refer to what I said.
  66. Spawn Ramps: Its a ramp. I may change it.
  67. Weird Collision Objects: Walls aren't weird. Entities are weird. I'll teach entities normality.
  68. Key Points Looking for in Alpha:
  69. Sniper Sight Lines
  70. Engineer Effectiveness
  71. Teams having to work harder as they push towards 2nd and last
  72. Trains Effectiveness/Gameplay Effectiveness
  73. Play Testers:
  74. Those wanting to play test may ask but ultimately will be allowed based on my decision.
  75. Those who are allowed to play test will be informed of when and where it will be.
  76. Those who play test are allowed to keep a copy of the map to play around in.
  77. Those who play test are not allowed to edit the map without my permission.
  78. This was last updated 1/7/2016 4:58pm EST
  79. Last Edits:
  80. 12/20/2015 7:01pm EST
  81. 12/17/2015 4:24pm EST
  82. 12/1/2015 4:36pm EST
  83. 11/20/2015 3:37am EST
  84. 11/13/2015 11:33am EST
  85. 11/12/2015 1:08pm EST
  86. 11/11/2015 12:46pm EST
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