05
Dec
08

Balloon_race_v2, old vs. new

Posting time!

OLD:

balloon_race_v20004

Ewww.

Hit more for the new.

New:

balloon_race_v20003

Look at the pretty lights!

The arrows near the “boats” move up and down, this will make it the teleporters more clear. Also, a sign on the ceiling. Used spotlights to illuminate important areas, like the health cabinet. Added some props.

balloon_race_v20001

Now with luxury skylight.

Caption says it all. Rounded it up a bit and aligned the textures correctly. Some more details.

The new spawn room

The new spawn room.

When you spawn, you now face the teleporters directly instead of the door to the hangar, so this will make the teleporters way more obvious.  The skylight provides some nice looking lighting and a view outside, making it less cramped.

More to follow when I finish something else.

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13 Responses to “Balloon_race_v2, old vs. new”


  1. 8 December, 2008 at 12:31

    When you will mnake that v2 available?

  2. 9 December, 2008 at 09:19

    Hopefully, sometime by christmas. *prepares to shoot himself*

  3. 13 December, 2008 at 05:45

    Hey, chuckstar, please read this message.

    I really like this map, a lot. The concept of zepplyn crafts and air ships is always one of my favorites, and I always liked wacky_races. (I was sad to not see any servers running it. 😦 ) I see a lot of potential in this map, and I really want to congradulate you for taking the inititive to continue the team racing genre of maps with this awesome map.

    Since you’re already underway for V2, I’m not sure if these suggestions I have are too late, or if there’s still room to look into them, but I noticed in V1, many things were somewhat unbalanced, which can get frustrating sometimes.

    I’ll sort my requests into 2 categories, reasonable, and unreasonable (i.e. dream requests. :D)

    Reasonable:

    1) Instead of a temporary barrier between the teams, I think a solid glass wall might be better so that way the fighting doesn’t start until the ships are underway, OR if someone takes the initiative to run around the opening gate to the other side. That, or some kind of low wall between the two. One that can be shot over, but not jumped without going around or jumping off of your ship. The reason I ask for this is 2 fold, namely, pyros, and engineers. It can be *highly* annoying if an engineer or 2 team up to make a quick high level sentry that takes the other team awhile to get rid of. By the time the sentry is taken down, the other ship is already almost, if not already arrived, at the first control point. Second, is pyros. It seems all too easy for pyros to sneak around the back of the ships, up the ramp, and onto the enemy ship, then sitting there and spawn camping anyone who spawns onto the ship instead of running out of the spawn room. Again, this slows down a team.

    2) Alter the 3rd point so that one team isn’t over the other. As it is now, the red team seems to have a major advantage over blu because of the height difference. They can fire down on the blu ship, while blu is left in the line of fire of red trying to get to the CP. Instead, I think it would be more fitting for a “King of the hill”-ish 3rd CP where the ships are opposite of each other. (Basically, one ship spot where the 2 are now, and one on the opposite side where the CP is, only the 2 would be at a horizontally even level. There would be a ramp up to a CP in the middle that rises above the 2 ship sitting points.

    3) I’m not sure if this one is so easy or not, but I think for gameplay purposes, it would be really fun if the ships at one point swung pretty close together, allowing for players to actually jump over the huge drop of death onto the other persons ship for an up close fight to the death.

    4) Somehow, it’d be nive if you could balance out that 2nd CP. As it is now, red is backed up against a wall, while blu has a wide open extra space behind their ship, that even has a health pack. It might work better if the platform itself was extended out longer, then the ships were spaced out slightly farther with a CP, some cover, and maybe a health pack in the middle.

    Now for the fun ones. Also, most likely the ones that won’t come true. 😦

    1) A bigger, better ship. My personal idea is a 2 level ship. The upper level would be as it is now, a deck, and a covered indoor area, but the new area would be an underside galley. The dispenser could be moved under there, so players can’t camp and shoot from the dispenser. The stairs to the underside galley would be in the current covered room with the breakable windows. Also, from the galley, there should be an open entrance with a small platform off of it. This allows the other team an entrance to the enemy ship, while at the same time doesn’t make it too easy to spawn camp. Also, and this might be the least feasible of all (since it’s moving parts), but a crows nest up above the balloon would be awesome. You would climb a ladder up by the side of the ship up to this crows nest on top of the balloon, giving an ideal sniping point for snipers, or possible a platform for soldiers and demomen to get some jumping distance off of.

    And really, that’s my only off the walls request. Thanks for reading, and awesome job on the map. Keep up teh great work.

    Also, is there any chance you can make a tutorial on how to make moving ships and vehicles out of props? I’d be interested in making a team vehicle map too if I had the know-how. Thanks. =)

  4. 16 December, 2008 at 14:26

    Hey, i’m Geitiegg, i’m helping chuckstar finish off V2, here are the answers to your questions:

    1) Instead of a temporary barrier between the teams, I think a solid glass wall might be better so that way the fighting doesn’t start until the ships are underway, OR if someone takes the initiative to run around the opening gate to the other side. That, or some kind of low wall between the two. One that can be shot over, but not jumped without going around or jumping off of your ship. The reason I ask for this is 2 fold, namely, pyros, and engineers. It can be *highly* annoying if an engineer or 2 team up to make a quick high level sentry that takes the other team awhile to get rid of. By the time the sentry is taken down, the other ship is already almost, if not already arrived, at the first control point. Second, is pyros. It seems all too easy for pyros to sneak around the back of the ships, up the ramp, and onto the enemy ship, then sitting there and spawn camping anyone who spawns onto the ship instead of running out of the spawn room. Again, this slows down a team. “

    This has been semi-remided by restricting enginieers from building anything in the hangar, The whole ship will now hurt the enemy team as long as they are on it, this allows you to use the teleporters without the risk of being backburned by a pyro.

    2) Alter the 3rd point so that one team isn’t over the other. As it is now, the red team seems to have a major advantage over blu because of the height difference. They can fire down on the blu ship, while blu is left in the line of fire of red trying to get to the CP. Instead, I think it would be more fitting for a “King of the hill”-ish 3rd CP where the ships are opposite of each other. (Basically, one ship spot where the 2 are now, and one on the opposite side where the CP is, only the 2 would be at a horizontally even level. There would be a ramp up to a CP in the middle that rises above the 2 ship sitting points.”>

    The “Losing” team (the team that doesn’t get point 2) will now take the upper decks of this control point, giving them the advantage.

    I’m not sure if this one is so easy or not, but I think for gameplay purposes, it would be really fun if the ships at one point swung pretty close together, allowing for players to actually jump over the huge drop of death onto the other persons ship for an up close fight to the death.

    They already come close enough to do this, and seeing as the ladders can now be used by anyone, it makes it even eaiser to jump onto the ship, but not without risk!

    4) Somehow, it’d be nive if you could balance out that 2nd CP. As it is now, red is backed up against a wall, while blu has a wide open extra space behind their ship, that even has a health pack. It might work better if the platform itself was extended out longer, then the ships were spaced out slightly farther with a CP, some cover, and maybe a health pack in the middle.

    The new Capture point design should fix this problem, Here are some screenshots:


    A bigger, better ship. My personal idea is a 2 level ship. The upper level would be as it is now, a deck, and a covered indoor area, but the new area would be an underside galley. The dispenser could be moved under there, so players can’t camp and shoot from the dispenser. The stairs to the underside galley would be in the current covered room with the breakable windows. Also, from the galley, there should be an open entrance with a small platform off of it. This allows the other team an entrance to the enemy ship, while at the same time doesn’t make it too easy to spawn camp. Also, and this might be the least feasible of all (since it’s moving parts), but a crows nest up above the balloon would be awesome. You would climb a ladder up by the side of the ship up to this crows nest on top of the balloon, giving an ideal sniping point for snipers, or possible a platform for soldiers and demomen to get some jumping distance off of.”

    As far as i know Chuckstar is building a new ship, we’ll see how it turns out, i’m sure it won’t be bad.

  5. 16 December, 2008 at 14:27

    I fail at using cites, sorry, i can’t edit it. -.-

  6. 19 December, 2008 at 23:31

    Great, thanks a lot for the response Geitiegg. 🙂 One last question I have in response to your info is if you’ll still be able to jump on top of enemy ships. I can understand not wanting someone camping on the ship’s deck, but as a Demo or Soldier, it seems like a good tactic to get on top of the other teams ship.

  7. 20 December, 2008 at 01:31

    Yes, i have left this in. Teleporter camping still happens but not without rish to the player doing it.

  8. 20 December, 2008 at 17:06

    I’ve handed balloon race back over to chuck so he can put the final touches on.

    In the meantime, if you wish to play/see the beta head over to the server at: 81.19.221.10:27015

  9. 9 Sid
    21 December, 2008 at 19:13

    194.154.191.6:27027 Wireplay.co.uk TF2 Balloon Race is proving to be extremely popular

    we’re all looking forward to v2 with baited breath!

  10. 10 Street_Wolf
    1 January, 2009 at 18:35

    Also, one more thing i thought of:

    It would be really nice if after the 1st point is captured, the doors out of the spawn into the balloon hangar locked, and if they reopened if/when the two balloons tied after the 4th CP.

    it’s annoying when half your team dicks around at the spawn. =/

  11. 11 Geitiegg
    3 January, 2009 at 18:48

    Already done 🙂

  12. 11 May, 2013 at 02:20

    Hi there, this weekend is nice in favor of me, because this point in time i am reading this enormous informative article here at my home.


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