Completed Updated dm_duel map suggestion (1 Viewer)

Add overworked map by zeprus

  • Yes

    Votes: 16 88.9%
  • No

    Votes: 2 11.1%

  • Total voters
    18
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BlackY

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@fanthom pm'd me this map for a better duel map and to be honest it is much better than the current one, for multiple reasons:
-The spawndoors are not made from glass, so you can't track players through spawn.
-The spawn is in a special small room near the original spawn
-New Torches for huntsman players
-A bit more space for each layer and a new area for sniping
-Added more props and textures to give duel a more lively place

The map link: https://gamebanana.com/maps/199332
 
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The screenshots show small health and ammo packs on (at least) one of the floors, which is a somewhat significant change compared to the current map. How much impact do you think that will actually have? Have either of you downloaded the map and taken a look at it ingame? If not I could download it and set up a listen server so we can do some small playtesting and proper exploration of it sometime.
 
A test server would be good to test several things like what @Zeprus mentioned about the health and ammopacks, the only thing i did when i tested the server was just looking around and exploring the whole map. I'm free tomorrow so i'd like to test it out with people and do the usual in duel: fight.
 
@fanthom pm'd me this map for a better duel map and to be honest it is much better than the current one, for multiple reasons:
-The spawndoors are not made from glass, so you can't track players through spawn.
-The spawn is in a special small room near the original spawn
-New Torches for huntsman players
-A bit more space for each layer and a new area for sniping
-Added more props and textures to give duel a more lively place

The map link: https://gamebanana.com/maps/199332

i like the first two statements, but i don't know about the 3rd one.
what do you mean by space for each layer, like in width or height?
how do you invision the new sniper area?
you can always add more props, but i kinda like the simplistic look of the map

i don't know about the changes, but i guess we can try them sometime, like on a test server or something, or just change the map for one day, and see what the feedback is
 
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Reactions: Arrow
quick view of the map through demo's

-download this
-put it in /tf
-look at it ingame with the command: 'playdemo newduel'
 

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  • newduel.dem
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So after looking at the map we found a few things that would be better changed/added:
-missing spawn barrier
-too many health packs
-nobuild above spawn exit
-nobuild in sniper area
-remove health above spawn door
-lower volume/remove outdoor soundscape
-change top clip to nodraw
-change 4 small health to two at top
-lamps at spawn exit too bright/glow
-lower bottom window borders by 1/3rd

I can edit the map and apply these changes, if there are any other suggestions feel free to post them here for discussion.
 
Ive been informed that this doesn't work unless you have the map installed, so please install the map too. it wont hurt
-put the files into /tf/download/maps
 
So after looking at the map we found a few things that would be better changed/added:
-missing spawn barrier
-too many health packs
-nobuild above spawn exit
-nobuild in sniper area
-remove health above spawn door
-lower volume/remove outdoor soundscape
-change top clip to nodraw
-change 4 small health to two at top
-lamps at spawn exit too bright/glow
-lower bottom window borders by 1/3rd

I can edit the map and apply these changes, if there are any other suggestions feel free to post them here for discussion.
i'll have to review the map again some other time, but i'll notify you.
 
Two more things: in my opinion the ledge above the shutters allows for too much spam. I think the size should be reduced to something like in the current map, so when you spawn you can easily kill campers on the ledge.
Second: I like the see-through doors in the current map (for the sake of fighting campers, again), so I would like to see those in this new map as well :)
 
Two more things: in my opinion the ledge above the shutters allows for too much spam. I think the size should be reduced to something like in the current map, so when you spawn you can easily kill campers on the ledge.
They have been removed with the health packs because of too much spawncamp probablities.

Second: I like the see-through doors in the current map (for the sake of fighting campers, again), so I would like to see those in this new map as well :)
Dont really know what to think about this. The metal shutters are my most loved feature on this map so you cant hide in your spawn 24/7 waiting to kill one player when a random opens the door. If it is necessary for some players it can be added back (I hope).
 
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The windows are also way smaller than the duel server now, they are way harder to jump into, or do jumps off of. A liitle wider woudn't hurt anybody. There is also a room on the second floor that makes for an OP sentrynest, because of the boxes in the corner, an engi can sit high up behind his sentry without worrying about anythin. the same room on the second floor leads to a dead end in the map, with a passageway too high up to get to without special abilities i.e low grav, rocketjumping, maybe you could make that reachable for a viable second route to the 3rd floor
 
Hello my name is @Husky
There is also a room on the second floor that makes for an OP sentrynest, because of the boxes in the corner, an engi can sit high up behind his sentry without worrying about anythin. the same room on the second floor leads to a dead end in the map, with a passageway too high up to get to without special abilities i.e low grav, rocketjumping, maybe you could make that reachable for a viable second route to the 3rd floor

Yea, no. It was meant to be like that since if there is a way to run right to medium ammo/health packs that would be way to unfair, especially if it heals faster than the dispenser. So if you plan on getting them, you either run all the way around or take damage to get in/out. I don't know if @Zeprus will actually change the size of them, but imo he shouldn't due to the fact that it the whole area to get to them was pretty much made for it as that whole corridor has nothing else to offer. Of course this is my opinion, I don't play duel as much, but I don't think that making a hallway to the ammo packs will have a positive effect on the gameplay.

For the people that don't know the location that we're talking about, here is a little video showing the way in through the hole that is up high and then down the stairs to the 2nd(?) floor.

 
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Here is the edited version of the map in case anyone wants to download and try it:
BSP
BZ2 - This is the same as the BSP except compressed so if you want to save space use this

Changelog:
-added missing spawn barrier
-changed outer soundscape to something less noticable
-removed health and wood above spawn door
-added nobuild to rooms leading to the new sniper spot
-added nobuild to all wooden stair slopes
-changed top clip brush to blockbullets2
-changed 4 health to 2 at the top
-removed spawn exit lamps glow
-lowered bottom window borders by 1/3rd
-added a somewhat working heal/overheal block for snipers
-increased height of the inivisble barrier at the top to prevent head bumps
-textured outer ground because of additional barrier height

download either map file and place it in steam/steamapps/common/team fortress 2/tf/download/maps
 
Is there any way to make the wooden support foundations intangible? This would make it much easier and fun to rocket jump around the middle of the map.
 
  • Agree
Reactions: Brick
Is there any way to make the wooden support foundations intangible?
I assume you're referring to the wooden beams that are vertical to the ground all around the middle of the map, that is possible. Though they are thick enough that it would look weird when passing through them. Any opinions from other duel players on this one?
 
Any opinions from other duel players on this one?

The wooden beams are for me part of the detail in this map along that it can be used to jump on other people's head if there is a friendly in a corner. For rocketjumping, it doesn't bother me tbh
 
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