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Yozi
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Hogshore 2.5 playtesting

Wed Aug 11, 2010 11:35 pm


I'd very much want to have at least one proper Big Team game played on this map... like, ever. :)

So this thread is for anyone who would like to help playtest it. Not sure exactly when would be a good time for doing this, it'll depend on who wants to participate, but sometime from tonight (thursday) until saturday (14th) is what I have in mind. Sometime next week could also work. We'll need to be at least 10 (preferably 12 or more) players.

Here's a flythrough tour of the latest(ish) version of the map to show what's different from vanilla Longhore:

http://www.youtube.com/watch?v=fIxMxPALaqE


From the YT description:
I decided early to focus on supporting slayer only, but recently I began adjusting the map to also include 1-flag (where the flag spawns near the taco shack, and is scored near the shotgun cave on the other side of the map).

This is a tour of 2.5, the latest version, but I've already made a few minor changes to it that aren't in the video.

Any comments and constructive criticism (on weapon/equipment/spawn layout especially) is greatly appreciated.


Links:
Map thread in the forge garage
The map itself (2.5)
Last edited by Yozi on Fri Aug 13, 2010 9:32 am, edited 2 times in total.
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DOM
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Re: Hogshore 2.5 playtesting

Thu Aug 12, 2010 2:11 am

I want in if i can make it...
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Syience
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Re: Hogshore 2.5 playtesting

Thu Aug 12, 2010 2:21 am

Omg Yozi i would play it just for the geomerging.

If i happen to be on when this is goin down feel free to shoot teh invites
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Gorillars
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Re: Hogshore 2.5 playtesting

Thu Aug 12, 2010 4:37 am

i also would like to playtest this map :)
 
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Re: Hogshore 2.5 playtesting

Thu Aug 12, 2010 1:10 pm

I'd like to help test this out.
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Re: Hogshore 2.5 playtesting

Thu Aug 12, 2010 1:14 pm

You have a day and time you want to do this, Yozi?
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Yozi
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Re: Hogshore 2.5 playtesting

Thu Aug 12, 2010 1:39 pm

How about tonight at 12PM GMT? That would be 8PM Eastern time. I'll be online for a couple hours after that, but if it doesn't pan out, we'll try again tomorrow (friday) and adjust the time as needed.
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DOM
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Re: Hogshore 2.5 playtesting

Thu Aug 12, 2010 2:05 pm

Sadly I work everyday until the 20th so I will be on only sporadicly until then... unless its late in PST... :)
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Haut
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Re: Hogshore 2.5 playtesting

Thu Aug 12, 2010 5:00 pm

a box or a small piece of cover on top of the fish taco stand so that you could duck into cover, but still be vunerable to nades
 
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Re: Hogshore 2.5 playtesting

Thu Aug 12, 2010 5:06 pm

Haut Medoc wrote:
a box or a small piece of cover on top of the fish taco stand so that you could duck into cover, but still be vunerable to nades


You can crouch behind the airvent. No need making this position more powerful.
However there needs to be a box on the dock deck of the docks against the wall covered with rust as it's very open.
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Re: Hogshore 2.5 playtesting

Thu Aug 12, 2010 7:28 pm

Sideseat sentinel beam! COUNT ME IN!!!

Truly an awesome map dude. The geomerging is exquisite. Love all the extra hog space you added.

I would have preferred a ramp going up to 'sword spawn' instead of another heading to the top of the big base, but i love the map. :P
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Yozi
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Re: Hogshore 2.5 playtesting

Thu Aug 12, 2010 8:08 pm

Glad you like it, Wheels. :D I did consider making ramps going to "sword spawn" (aka. "top hopper") from multiple places, but in one case it proved too cumbersome forging-wise (just didn't seem possible to do well - if only I could spawn some more doors!) and in another case I just thought it'd require too much rebalancing of the weapons and spawns to be worth it. That was when camo still spawned in that area tho... hmm. Feel free to try and do whatever you had in mind, I'll be happy to take a look at it.

Anyway, we played two games tonight:

Big Team Slayer on Hogshore
1-flag on Hogshore

I will be watching the films in detail for things to improve and change. The spawns for the defence team on 1-flag did not work as I had intended, for once (nothing catastrophic tho). The whole gametype (with this I meant the asymmetric version of the map, not the 1-flag gametype itself) I think could use a few tweaks, but others I think disagreed on that (BK?).. more playing needed I guess. :)

Black Knight wrote:
Haut Medoc wrote:
a box or a small piece of cover on top of the fish taco stand so that you could duck into cover, but still be vunerable to nades


You can crouch behind the airvent. No need making this position more powerful.

I agree, it was hard enough to pull the flag. For slayer? Yes, maybe. I did put a few spawns up there, so one way would be to move/delete those if it proves to be too unprotected.. not convinced that's necessary tho. I'll be looking into putting a box behind the taco shack (near the regen) to create another way up there.

But there's also very little room for new geometry on the map, so I might have to split the map into two or more versions like I've said earlier, which has it's downsides.

Black Knight wrote:
However there needs to be a box on the dock deck of the docks against the wall covered with rust as it's very open.

Is this what you were talking about in the post-game lobby? Because I thought you were talking about putting it in lower Hopper (on the other side of the wall). But yea, I will look into this as well. The area is supposed to be open, but it might be too much when there's a gauss rolling around. I have a pretty cool idea on how to amend this.

Again, great thanks to everyone who played! Hope we can do it again soon. I'll be online same time (12pm GMT = 8pm EST, if not sooner) on friday and some undetermined time on saturday. Also if you play the map on your own (5v5 or more), please save the film, send it to me and you will get free cookies*! ::collab::


*cookies may or may not be real
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Syience
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Re: Hogshore 2.5 playtesting

Thu Aug 12, 2010 8:43 pm

sorry guys wish i coulda played 12 GMT unfortunately means 2 pm for me im pretty sure and thats when i end school :(
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Re: Hogshore 2.5 playtesting

Thu Aug 12, 2010 10:07 pm

Basically, just more small cover around the map so BR fights are more interesting. Also, offense base is a lot more open for hogging b/c of all of the new territory whereas deffense is pretty much the same with different ways up top.
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Capt Fiddler
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Re: Hogshore 2.5 playtesting

Fri Aug 13, 2010 12:10 am

Let me know when the next playtest is, I'd be more than happy to join you guys.

Also, where can we find the map to download? I'd like to just look around it by myself to get a feel for it, if that's fine with you guys.
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