Wildlife

Wildlife b3

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Here's a refresher:

The last update to Wildlife was posted in October of 2015. Since then I've organised my move to the UK, visited Kim for 4.5 months in 2016, bought an 8-string electric guitar, the works. Lots of stuff happening and the whole time I've had this map in the back of my mind. Always wanting to work on it and make it better.

So here we go.

I tore about half the map apart and remade it. Here's what I remade:
• The entirity of last
• 5/6 of the lobby between last and second
• One of the major chokes between mid and second
• Mid-second flank
• Lighting
• Blend texturing

and I've also added the assets from LANDFALL for good measure. Finally, that tree has a proper model!

Enjoy the true revival of old, forgotten 5cps.
Beta 2. Thanks nitewalker and New New Map Pugs for the feedback.

• fixed spectator cameras, they were set to the wrong points

• fixed stickies sticking to spawn doors

• slightly adjusted displacements on mid

• removed health on high ground above mid

• lowered high ground on mid

• added shacks on either side of mid for scout jumping

• removed dropdown; replaced with large upper exit into mid

• removed health on top of second point

• removed small balcony jutting out of second

• remade flank route from mid to second completely

• removed lower-under entrance into last

• opened up, simplified, and raised left-side L choke into last

• covered up jump route onto shack behind last

• new small soldier-scout jump route back near shack behind last

• added 2 barriers in front of left L choke on last

• added new route into lower last in place of the old entrance

• moved med health-ammo set in left L choke over slightly

• moved med health-ammo set behind second over slightly

• added small health on second low ground under point/spire

• removed pillar in right U flank into last

• shifted props around in left U flank into last

• various lighting changes

• various detail changes

• saws now make noise

• full soundscapes

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so, here's the beta release

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One more step towards beta. Changes being pushed out in large batches now.

(Major Changes)
  • Base respawn time for both teams lowered to 9 from 10
  • Altered last spawn so rollout is easier and straightforward
  • Moved the bridge near last point forwards slightly
  • Removed cover directly next to last point
  • Trimmed up excess space near the last point
  • Last lobby area opened up and adjusted slightly
  • Fixed a displacement seam under last lobby
  • Added a medium ammo to the last lobby
  • Removed a support under a bridge on last; added small ammo there
  • Fixed a small sightline by last
  • Extended a perch location near second point
  • Fixed being able to block second from behind the sniper fence
  • Fixed a case of getting stuck underneath second point
  • Added a medium health behind second
  • Changed a small health to a small ammo near second
  • Adjusted mid forward spawn to be centered with the correct path
  • Fixed a case of getting stuck near mid tree trunk
  • Adjusted the placement of some health and ammo near mid forward spawn
  • Added a barrel near mid to help a jump route seem obvious/easier
  • Improved signage all around the map
  • Improved blockbullet clipping all around the map

(Minor Changes)
  • Reversed point layout on the HUD
  • Lots of clipping and displacement polishing
  • Overall lighting improvements
  • Small detail improvements throughout the map
  • Disabled self
  • shading on wooden barrier props
  • Realigned and adjusted a lot of textures
  • Changed skybox to sky_gravel_01
  • Adjusted env_lighting to reflect skybox change
  • Added an env_sun
  • Adjusted various cubemaps

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Changelog:

- fixed a big majority of the small things in the a7 feedback page
- clipping improved all over
- respawn waves and timing
//Starting value at round start = 10 (Max: 20)
//3CP Owned = 9 (Max: 18)
//4CP Owned = 7 (Max: 14)
- fixed door parenting and naming for red side
- added sightline block to 2nd
- tons of displacement polish
- adjusted cubemap positions
Quick update, fixing spawns, lighting, and various other issues. This version is fit to test!
cp_wildlife_a6

The entire map has been remade.

What remains of the old version is only the tree spire on 2nd, the rest has been completely rethought and remade from scratch.

Last point design and construction by the lovely @Vincent, this is a collaboration effort with him. It's been an incredible development iteration and I'm very proud to announce what Wildlife has become.

cp_wildlife is a 5cp map centered in unique points and unorthodox path construction. The map takes inspiration from the likes of old, near-forgotten 5cp maps such as Obscure, Bazillion, Mainline, Toxic, and many others.

I have tried to make this one of the most unique 5cp experiences you'll have in TF2.

Made by phi and Vincent.

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