Author Topic: Rusty's Immersive TDM  (Read 2507 times)

Rusty's Immersive TDM
Currently Scaling at roughly 5k bricks is the TDM I am currently working on.


Gameplay:
Currently the TDM is operating in a Domination gamemode, with three capture points and four classes.


To Do:
The build is currently finished.
I'm waiting for players to join the server and play, the minigame is up and everything and all of the troubles have been fixed ;_;


Pictures:

Credits:
Rusty - Landscapes, Capture Point buildings, Farm and various details along with the events.
Demian - Lots of details and depth along with help towards the formality of the build.
Coffee - Helping with a lot of the build.
The Brighter Dark - Warehouse.
Navar0nius - A few bits here and there including spawn signs.

(A few other people, remind me if I have forgotten you.)
« Last Edit: June 28, 2013, 03:16:47 PM by Rusty »

How can I help other than donating?

Pop by my server if you'd like I'm sure I can find you something to do. There seems to be a 50% success rate of people getting onto my server, some people just can't that's why I'd like to pay for a hosting service.

its you! nice to see you aren't dead :D

TDM sounds awesome. Sounds in a way like Strategic Riverside TDM (shameless self-promotion) but with better map and more classes and less game-dm style.

honestly though i think going the route of a tf2-setup TDM would be better as single lives would eventually mean that people are gonna be waiting for the last two to finally find each other and kill each other. gives griefers a chance to grief, though I assume you'll be moderating this well.

i really hope that the classes are well-balanced and unique. the only time i've ever been successful with 4+ classes that are unique and balanced is for Snowcliff Territory, and that (the classes only) took like a month to get in its final form.

Helps if one can join the server stuffkid

Would thou like me to host?

Nah bud save for the paypal


wooo I was there! Loved the trees

I missed your desert TDM.

I guess it'll have similar game-play to the Desert Town, except more of a variety of tactics. I'm going to add a town by the road. And a village in the mountains.

The terrain is very nice, looking forward to it.

You should make it so that you can't crouch jump too many times.


take it out of the dark rainy map pls its lagging the f out of me

also, i'm noting hills-on-flat syndrome in the final product. clear sightlines from one end of the map to the other.

its also lacking that strategy idea that you originally intended it to have. there needs to be more bonuses (terrain mainly) for people who coordinate. Right now there's nothing pushing for that.

Ideally strategic maps would offer terrain bonuses that either 1) offer a bonus over a limited area, but easy to get to; or 2) offer a huge bonus over the whole playing field but is "pretty easy to spot and kill people there" or "hard to get up there", thus requiring teammates to distract enemies for you to kill or take out those focused on you.

And currently it doesn't explain why the points are important. I don't see any bonus in capping a point other than the hilltop one, mainly because I can't tell what the point gives us. For the lower bases, its barely anything in terms of a new spawnpoint, and the fact that they're located less than a 64x baseplate away from the home spawns (uncappable) means that its difficult and almost pointless to hold the position, assuming the enemy team is decent. The open firing field between the two bases is much easier to control and shoot people over, while the towns only give the enemy building bonuses for them to ambush you from. Only the upper base provides serious map control, but once a team holds it (if they're anywhere near decent) its impossible for the other team to cap. since its practically impossible to climb the cliffs while not being spotted.