Ads keep us online. Without them, we wouldn't exist. We don't have
paywalls or sell mods - we never will. But every month we have large bills
and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3
Great Heights is a 3 Round Payload map, Blue push the cart up great heights into Reds Fortress
B3 IS HERE!!
FOR NEW SCREENSHOTS AND NEWS: www.triggerthis.net
CHEERS FOR PLAYING AND DEALING WITH B2 FOR SO LONG! ;)
PL GREAT HEIGHTS
Thanks for checking out Beta 3 of Great Heights.
Sorry it took a year and thanks for all your patients!
Flubber from CPC Servers for testing and hosting B3 iterations! Much appreciated!
games.on.net - Most of my playtesters came from here
tf2maps.net - Helped on numerous occasions and an all round top notch community
All 100 members of the Great Heights Playtest group on Steam, they forever shaped the outcome of Great Heights and kept my motivation high (most times!)
Hey.. Here's an idea...
I saw on your website that you feel you are having an identity crisis with the 3rd stage... Im thinking stream of consciousness here, so bear with me.... ;)
How about making it somewhat "foggy" like you are in the clouds? Or, bring the skybox lower on the last stage so it seems like the clouds are almost close enough to touch.... Or... Maybe set the last point ABOVE the clouds, so when you look down off the edges, you see clouds below you...?
Also, it would be great if you could make it so if you fall off the edges of the 3rd stage, or at the end when the bomb falls, that it falls all the way down to the 1st stage and destroys the entire mountain base! ?
That 3rd stage REALLY needs to be beefed up to make it at least on par with the high quality of the first two stages... Add few more points to the track and make it a bit longer of a run... Even though the defense has the potential to hunker down and create an (almost) impenetrable defense it still needs more because it just doesnt match the layout and gameplay of the first two stages.
Still love the map, but, IMO, the third stage is the only weak point... Hope to see B3 soon! :)
We have added this fine creation to the rotation on our 24 slot Khaos Pub server.
We have played it through a number of times with players numbering from 1v1 to 12v12 and found it to be a very balanced map, with both teams having the ability to win the match.
As stated by others, the first two stages show that a large amount of work and attention to detail went into the layout. The 3rd stage seems somewhat anticlimactic and needs to be "beefed up" a bit in order to match the depth and breadth of the 1st two stages...
Also, as mentioned by others, the lighting needs a bit of work as it is way too bright in some select spots. It is not to the point that it detracts from the gameplay, but a small adjustment here and there will definitely add to the beauty of your creation.
I, myself, really like the little extra animations that move the cart past the final capped points and transport it up to the next level... I also enjoy the fact that the previous stages are visable below as you move up the "Great Heights"... This makes things a bit challenging to some as the uninitiated players frequently try to jump down to the tempting familiiar scenery below, only to fall to their deaths... I dont really see this as a problem, as players quickly learn that the tempting jump down is just a tease. I assume that the extra scenery adds a bit to the filesize, and, if you were looking to reduce the size of the map, this might be a good place to start...
I disagree with one of the previous posts that claimed that the precarious ledges and cliffs need some sort of barrier to keep people from falling... This, to me, is one of the unique challenges to this map. It certainly gives those characters with the ability to "launch" enemies - like pyros, demos and soldiers - a slight benefit, but then, that must be taken into account and factored into each player's approach to the map. Afterall, a scout, medic or sniper that hugs the edge of a cliff, should be "punished" for their mistake! ;) If others really have a problem with it and players dont learn quickly enough not to tempt fate and ride the edges of the map, you might consider putting a small skull & crossbones sign to signify the danger near the edges.
The path under the water has been appreciated and commented upon (positively) by almost everyone that has reached that part. (My own personal strategy is to cover the "roof" underwater with stickies and just sit back and wait...)
The "icewall" path near the attacker's spawn that opens up after a few points are capped adds not only a much appreciated shortcut that can benefit both the attackers and the defenders, but also provides some dynamic changes to the approaches players choose to take... Also, the elevator shaft adds a bit of unexpected danger that keeps things interesting all the way to the end.
There are a number of great engie spots and numerous paths for spies to circle around behind the enemy's lines.
My sugggestions would be to tone down the lighting in those super-bright areas and add some length and challenges to the final stage.
Nice work... I look forward to the next update!
Very balanced map, liked that part where cart goes into the water. I got quite suprised when someone got idea to put sentry behind bars.
Too easy to fall into death in some spots. Also some graphical issues.
Low fences might be good in cliffs but players won't be more careful then so i don't know. Pyros could still blow them into death and players can still still jump to death "by accident".
And when falling to death, comes that weird floor in the end. Don't know how it should be but it looks a bit weird.
Also, I keep always noticing how bright sky is in this map when i have HDR enabled. I don't like it very much and neither wouldn't disable HDR. Lower that HDR from sky. (see arena_lumberyard for example)