Wildlife

CP Wildlife RC2

phi

aa
Nov 6, 2011
833
1,820
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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phi

aa
Nov 6, 2011
833
1,820
ALSO please disregard the big ugly displacement-and-leaf-model tree on second, I have no modeling skills and I don't want to get someone to model me a cool-ass huge tree when it's only in a1, okay?
 

phi

aa
Nov 6, 2011
833
1,820
thoughts from the gameday? i don't usually ask here but it's a lot easier to write cohesive thoughts on a map after you've played it, maybe someone has things they'd like to say/feedback or whatever
 

chemelia

yndersn't
aa
May 11, 2014
406
619
It played really well in the areas around the points and other structures, but the biggest problems were that many areas were really open and empty, and that there were entirely too many pathways between points. I would simplify the connectors a bit, and add some buildings or something in the more open areas.
 

phi

aa
Nov 6, 2011
833
1,820
And people say depression is a bad thing :3

(I am so sorry, this is supposed to be a compliment)

depression is, logistically and socially, the absolute worst thing in my life right now.
it's really odd and hard to describe but some of the things i do to cope with it i don't think i could have done if i had never had depression. i dunno. if i never needed a way to cope with my depression years ago i might have never started listening to music and buying a guitar and learning how to sing and eventually start writing music. i also might never have started mapping, might not have ever made maps, etc etc. all of this is a coping mechanism and i don't know if i can honestly say that i would have done all this if i didn't have depression. it's weird and it's still hard to fight it but mapping and music help, they help a lot

i won't downplay depression at all though, it's hard and tough and it sucks. but i mean i take what i have and i do what i can. it's the hand i was dealt in life so i have to make something good out of it, right?

anyways a2 should be out in the next few days, maybe tomorrow. probably tomorrow. thanks for playing and enjoying the map and i hope it can be even more fun in a2!
 

Salty

L1: Registered
May 18, 2014
9
0
wow, this is great, never understood terrain in hammer, its a bit confusing because displacement can sometimes ruin the entire map. anyway, its great hope to see a finished or nearly finished version of this.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
536
depression is, logistically and socially, the absolute worst thing in my life right now.
it's really odd and hard to describe but some of the things i do to cope with it i don't think i could have done if i had never had depression. i dunno. if i never needed a way to cope with my depression years ago i might have never started listening to music and buying a guitar and learning how to sing and eventually start writing music. i also might never have started mapping, might not have ever made maps, etc etc. all of this is a coping mechanism and i don't know if i can honestly say that i would have done all this if i didn't have depression. it's weird and it's still hard to fight it but mapping and music help, they help a lot

i won't downplay depression at all though, it's hard and tough and it sucks. but i mean i take what i have and i do what i can. it's the hand i was dealt in life so i have to make something good out of it, right?

anyways a2 should be out in the next few days, maybe tomorrow. probably tomorrow. thanks for playing and enjoying the map and i hope it can be even more fun in a2!
I'm sorry, that was an offensive joke :(
But seriously though, great job! :thumbup:
 

phi

aa
Nov 6, 2011
833
1,820
cp_wildlife_a3

download (bz2)

changes include:

lots of miniature cover-based edits
batts on 2nd edit
mid redetail and polish
various tweaks on routes
messed with healthkit placement a bit
 
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Crash

func_nerd
aa
Mar 1, 2010
3,385
5,534
The thing I try to keep in mind with the feedback tool here is that people are generally writing rushed snippets of what they are trying to convey because they either want to get back to the fight, or want to get it in before someone kills them. The problem is that very few people go out of their way afterwards to make sure the mapper understands what they are trying to convey to them.

Also, the biggest thing is that everyone here is coming at a map test from a mapper perspective, and they aren't necessarily that good at the game. You'll get a lot more little bugs and tweaks here than you will in comp testing, but gameplay-wise it can be hard to convey what they are trying to get at, if it's even a valid concern. I try to take it as "take a look at this general thing" rather than word for word what they are saying. They are feeling this way for some reason, so let's look into whether it's legit or not.

And ultimately, everyone just wants to be helpful. This leads to a lot of "clip" or vague feedback that may or may not be useful to the mapper, but it's done with good intentions usually.

So, in short, take the feedback in stride. Utilize the good, ignore the bad. I promise if the comp players had a feedback tool like this you'd get a lot of mediocre feedback from people who don't know what their talking about, too!
 

Crash

func_nerd
aa
Mar 1, 2010
3,385
5,534
I'm not as experienced as you with comp testing, but I got quite a bit of solid feedback from the comp community with my Glassworks tests, so I definitely can understand where you're coming from. It's the big thing I've noticed going between the two communities, in fact.

Mappers just aren't necessarily good at the game. A lot of people want to make maps without fully understanding the subtleties of the game itself (not saying this is necessarily the case here, I'm going to stay neutral as a staff member on it). This can lead to some unfounded feedback at times, which can be frustrating. Nothing is worse than getting negative feedback for something that you know for a fact isn't an issue.

I think the testing here can be VERY helpful for newer mappers, while more seasoned veterans don't benefit as much. But, it's still a good place to test, and if you go at it thinking of it as a pub test (with all the good and bad that implies) with the added benefit of some mapper insight, I'm sure you can find it to be pretty helpful.
 

phi

aa
Nov 6, 2011
833
1,820
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...

Read the rest of this update entry...
 

Lain

lobotomy success story
aa
Jan 8, 2015
723
757
Took a look around, since I liked Wildlife for the most part, it's both sad and brilliant to see how much it has changed. Can't wait to play on it, here is some stuff I noticed.

Pretty good Soldier/Demo perch spot on last, lets you peek at the chokes.
wuBQbtz.jpg


NASTY sightline coming from last.
m0NE8ct.jpg


And the other one in the same spot, not as bad but still pretty good considering its in the same location.
7gDPxrY.jpg


Should probably clip this, it would annoy players most likely
7CCvdTm.jpg


Weird lighting on this door, doesn't happpen on Blu side.
gSwfDGw.jpg


Pretty dark lighting, it's not as bad on the Red side but it's still there.
9j3cqKg.jpg


Please don't taunt me like this ;w;
sTHd1jJ.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,712
2,587
Oh yeah, never put ladders at ground level in-bounds, unless they literally don't lead anywhere.