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| Team Fortress 2 - Tactics & Map Discussion Discussion about Team Fortress 2 tactics and maps. |
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#1 (permalink) |
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Join Date: Jul 2006
Posts: 527
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Map: ccp_CircleJerk
No, the extra C isn't a typo.
It's a new gameplay type. Allow me to introduce the Circular Control Point! ccp_CircleJerk brought to you by your very own Schwa. Capture all four points in a clockwise motion, prevent the other team from doing the same. Co-ordinate offense with defense or find yourselves in a sticky situation. No-one likes to be the loser in a circle jerk. Screens for those too timid to download immediately. Unlike most circle jerks, this one is friendly on the eyes. ![]() ![]() ![]() This map has been heavily playtested by the friendly Portal of Evil crew with overwhelming positive response. However, a widespread release isn't planned for a while. I think so highly of TacticalGamer that I felt you fellahs deserved first crack at circlejerkin' each other. Be the first on the block to host a circlejerk party. You won't regret it. -Aaron ----- Credits: CCP Gameplay Mechanics invented by: Hovis. Custom artwork by: Citrusmirakel Map designed and built by: What Is Schwa? |
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#4 (permalink) |
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Join Date: Jul 2006
Posts: 527
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Re: Map: ccp_CircleJerk
Team Fortress 2 is serious business!
Thanks for the kind words. I wanted to show off hundreds of hours of hard work to my favorite community. Can you think of a better way to have a public release that doesn't go public? -Aaron |
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#6 (permalink) |
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Join Date: Jul 2006
Posts: 527
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Re: Map: ccp_CircleJerk
Thanks Fenix. The playtest group is enamored and we are working on securing a 24/7 server.
There are obviously many challenges to creating a new gameplay type that isn't crap. The I/O coding has necessitated a few workarounds. Hovis and I are still trying to come up with a more elegant, streamlined solution. However the latest build is quite solid and as I've said before, quite fun. The circular concept works so well because there literally is action all the time somewhere. In addition, it is incredibly important for offense and defense to co-ordinate. A team that neglects defense will quickly find themselves with one point being attacked from all directions. I think the TG crowd will enjoy dividing themselves into offense and defensive squads. The HUD is heavily integrated with the art and brushwork, communicating location is quite easy after a minor learning curve. The silly name is my own way of hiding out in the wide open, and I just ran with the goofyness. I still intend to polish and tweak gameplay as feedback dictates before I upload this to the general community. -- @Magna, you're a smart guy, why you assumed the opposite of me hurts. You of all people know how time intensive mapping is, and projects with code names shouldn't be a mystery among the programming community. Outside of the playtesters this is my first public exposure and comments like yours are quite discouraging. -Aaron |
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#7 (permalink) |
![]() Join Date: May 2007
Posts: 1,957
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Re: Map: ccp_CircleJerk
I'm not taking a swing at you. The map looks good and probably plays great; which is why I am aghast that you'd burden it with a bizzare and explict name.
A: Hey, check it out, I found a cool new map for TF2. B: Awesome, what's it called? A: "A number of males masturbating competitively." B: ?_? I'm going 2Fort.
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#9 (permalink) | |
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Join Date: Jul 2006
Posts: 527
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Re: Map: ccp_CircleJerk
Quote:
I thought 2Fort was already synonymous with males competitively masturbating. In which case, I assumed the public would appreciate some direct honesty. "Come to my map, where we have no pretense about what really goes on." -Aaron |
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#12 (permalink) | |
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Join Date: Oct 2007
Location: Miami, FL
Posts: 143
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Re: Map: ccp_CircleJerk
Quote:
I'm gonna give the map a shot just for this, if nothing else.
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#13 (permalink) | |
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Join Date: Jul 2006
Posts: 527
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Re: Map: ccp_CircleJerk
Quote:
I forgot to mention a few quirks, and also the reason for my hesitance for a widespread release. 1) Control Points are the prime entity that determine spawning. Therefor, if one team manages to cap three points before the other team caps one, it effectively would stop the other team from spawning. To ensure this doesn't happen there is a logic entity that declares the round over when this happens. However, the victory message is goofy and I don't know how to fix it. This event is rare and has little to no impact on gameplay. 2) The learning curve is steeper than I'd like. I don't know how to fix this, as I've made it pretty darn clear what is going on with the signs and HUD. Suggestions are welcome. Also, as an admin you'll need to set the max rounds for this map higher. A custom .cfg file is a good idea. I forgot to include one, but making one is simple enough. I would suggest 7 or 9 wins, as the rounds can move rather quickly. -Aaron |
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#15 (permalink) |
![]() ![]() ![]() Join Date: Aug 2004
Location: Fairfax, Virginia
Age: 27
Posts: 2,174
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Re: Map: ccp_CircleJerk
We played this for a bit tonight. I found it fairly easy to understand, but I knew what to expect after reading this thread before playing the map. Overall, I really enjoyed it and see a lot of potential from the map with players who know what they are doing.
The one problem I have is you have the Igloo, Boot, and Cactus... what is the other? A pagoda? People on the server were calling it a tree... probably because it looks like a christmas tree. Why not A,B,C,D? The different Icons are fun, but not as easy to reference as letters.
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![]() ![]() Team Fortress 2 Admin | NS Admin PM me if you have any questions/concerns regarding the server. Last edited by kormendi; 02-06-2008 at 02:46 AM. Reason: oh my, I need sleep |
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