Province

PL Province A11

Kube

Not the correct way to make lasagna
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Aug 31, 2014
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Last edited:

Kube

Not the correct way to make lasagna
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Aug 31, 2014
1,342
1,849
Full changelogs are on a need-to-know basis. For members with minimal security clearances, here are the largest changes that arrived in A2:
  • Fixed being about to fall off of Blu spawnroom's dock.
  • Added rock near Blu spawn to help Red defend the payload cart's initial position for longer.
  • Added door that closes when A is capped: the doorway makes travel from Red's first spawn to A quicker.
  • Edited wooden walkway before B to make destroying sentries easier.
  • Rearranged wooden barriers before B.
  • Added wall/removed part of slope in order to block a sightline that stretched from B to around C.
  • Overhauled D layout (reducing height variation, in the Red team's favor).
  • Fixed broken Red spawn doors (which should stop Blu team members from accessing Red spawn without proper security clearances).
  • Pickup amount/location changes.

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Kube

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Aug 31, 2014
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Kube

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Aug 31, 2014
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-Added extra respawn room visualizer to Blu's first forward spawn. (Thank you I dinne Ken!)
-Changed red roof texture, due to popular demand. Crybabies...

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Kube

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Aug 31, 2014
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-Reduced brightness of light_environment to 200 (from 250).
-Fixed cubemap error with ocean water.
-Added nobuild to ocean water..
-Changed angle of doorway before A to guide players in the right direction.
-Removed rollforward zone from before B.
-Added extra staircase to balcony area overlooking C.
-Removed circle of yellow tape in order to make pool of (traversable) water appear more 'friendly.' It won't bite!
-Changed location of Red's final spawn room (to be further away from the cap).
-Miscellaneous changes.

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Kube

Not the correct way to make lasagna
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Aug 31, 2014
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Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
For future reference:

A4A is the last version I made and had submitted for the TF2Maps Summer 2017 72hr Jam. A5 is the first version of this map made and released outside of the Jam.

I'll upload the newest version of Province onto the site once the showcase is released and I am free to do so.
 

Kube

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Aug 31, 2014
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This is my first post-Jam update of province.

The map filename has lost its "_72", now being "pl_province_a5".

Changes include:
  • Extending the building of Blu's first spawnroom in order to give Blu team a better look at the path ahead (thanks for the suggestion @Another Bad Pun!)
  • Adding a rollback zone immediately before A to help Red.
  • Smoothed out some sand displacements around A.
  • Changing the geometry around A -> B's big turn to assist navigation for both teams (thanks for the suggestion @Diva Dan!). This includes removing the func_door in that area.
  • Changing the full ammo pack near B to a medium ammo pack, to make sentries at B less defensible.
  • Changed certain textures to ones from Fuzzy's TF2 Urban Texture Pack. They're looking great, @fuzzymellow!
  • Miscellaneous changes.

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Kube

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Aug 31, 2014
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Too many changes to list here.

Long story short, I worked on balancing every single location of the map. And cubemaps work now.

The biggest change would be the movement of Red's first spawnroom/Blu's last spawnroom to be closer to B.

Known issues:
  • One window texture is misaligned. Oops.
  • You may or may not get stuck on a door for Blu's first spawnroom.

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Kube

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Aug 31, 2014
1,342
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I wasn't happy with A -> B, so I changed 1/2 of it. Enjoy the gentle slope (and second watery playspace).

Other changes:
  • The water at last now uses @Tumbolisu's awesome custom water texture. It's really great and very useful!
  • The arch rock near the beginning of the cart track has been replaced with a non-arch rock.
  • The to-sand spawn door of Blu base is now lower (and doesn't have an extended platform).
  • The cart track to A got another wooded barrier, and the rollback zone before A is now longer.
  • The ammo pack in the tall building at C got placed against a wall.
  • Two adjacent pickups near C got moved back a bit.
  • There's a new chandelier above last's water pit, put there to give Red some more height.
  • Miscellaneous changes.
Known issues:
  • There's a health/ammo combo on A -> B that's missing a patch overlay.
  • Two half-fence props are giving heavy shadows.
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Last edited:

Kube

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Aug 31, 2014
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  • Reduced Red's initial respawn time by 2.
  • Added a balcony/staircase by a doorway near A.
  • Added a staircase to the drop-down next to A.
  • Revamped the interior of the overhang building, in the hopes of making it easier for Red to push forward.
  • Added a wooden plank to make it easier to get on top of the arched rock.
  • Added a missing pickup patch.
  • Added another rock to A -> B.
  • Added an alternate route into B building.
  • Removed the shadows of some half-fence props that were acting up.
  • Changed the locations of doorways out from Red's first spawnroom/Blu's last spawnroom.
  • Added pickups on the balcony near D.
  • Miscellaneous changes.
Known issues:
  • There's some texture misalignment issues near Red's first spawnroom/Blu's last spawnroom.
  • There's some dark lighting by the ammo pack near C, and near the rectangular entrance to the water route near D.

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Kube

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Aug 31, 2014
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A screenshot from last night's playtest that I thought was cool:

R5tWWmf.jpg
 

mobious

L2: Junior Member
Nov 28, 2014
56
16
I've added this map to our map list at https://topnotchclan.com/phpbb/index.php
It's not in our map rotation, but admins have the choice adding it (if they think of it)
Perhaps you'd like the chance of getting feedback from our regs at sometime.
Stop on by and say hi anyway, we've got one of the top servers on the west coast and like to have new friends!
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
I've added this map to our map list at https://topnotchclan.com/phpbb/index.php
It's not in our map rotation, but admins have the choice adding it (if they think of it)
Perhaps you'd like the chance of getting feedback from our regs at sometime.
Stop on by and say hi anyway, we've got one of the top servers on the west coast and like to have new friends!

Thank you so much, that's incredibly helpful!
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
  • Moved small health pack at the beginning of the map.
  • Added a shed around A to help defenders.
  • Moved pickups around A.
  • Added a wooden platform to make travelling to B quicker for Blu, and to assist Red players in not getting stuck in precarious situations.
  • Widened staircase area inside of overhang building.
  • Extended some wooden support beams for the overhang building in order to make them easier to jump on from the overhang platform.
  • Added signage to help Red players navigate from their first spawn to A.
  • Tweaked respawn times to help Red players defend C.
  • Added a wooden platform to help Red players defend C.
  • Rearranged tall building to make it harder for Blu players to enter.
  • Slightly raised height of water at D to make exiting the water easier.
  • Added a barrier to the raised flank at D to make it a safer route for Blu.
  • Miscellaneous changes.

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Last edited:

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
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You won't sleep well tonight, kiddo.

  • Removed a barrier prop before A.
  • Extended a sentry spot into an adjacent building.
  • Changed the location of a sign pointing towards A (for clarity).
  • Removed a barrier prop in B -> C, in order to make jumping on top of a rock easier to do.
  • Added a building section to take up more space around C, and tweaked some adjacent geometry.
  • Added an extra window to the 'plastic' entrance to D building.
  • Raised a Red base exit door, and added an adjacent raised walkway.
  • Fixed an overlay not appearing on every face it was supposed to appear on.
  • Miscellaneous changes.

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Kube

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aa
Aug 31, 2014
1,342
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  • Tweaked respawn times.
  • Tweaked pickup locations/sizes.
  • Made the sizes of certain wooden support beams smaller.
  • Added a small platform outside of Blu's first spawn (in order to convince Red to hold forward a bit more).
  • Made a ramp on A -> B bigger, and changed the locations of signs around the ramp to encourage the use of a quicker route.
  • Added another arrow pointing right outside of Blu's first spawn.
  • Added a one-way window and a dynamic arrow for Red's first spawn/Blu's last spawn.
  • Added a window into the water route room.
  • Added a tiny bit of clipping before D.
  • Fixed an errant brush in Red's last spawn (which should prevent people from getting stuck when teleported there).
  • Miscellaneous changes.

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Billo

aa
Feb 8, 2016
920
397
in my opinion the map is pretty good! i see you changed last a bit i now it's a lot more interesting and good overall.
but in my opinion some parts of the map need some changes or even rework , let me explain what i mean.
i think you can agree point 2 looks weird , its a small building with 2 or 3 staircases going up and its not that good in my opinion at least.
i would suggest to change point 2 in order not only to look better but to have more interesting gameplay.
overall the map is great! just keep in mind the space each player needs to have and how big or small each point needs to be.
dont make my mistake of trying to do something complicated or something , keep it simple you will love the results.

i hope i helped you and i wish you have a bright future with the map!
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
in my opinion the map is pretty good! i see you changed last a bit i now it's a lot more interesting and good overall.
but in my opinion some parts of the map need some changes or even rework , let me explain what i mean.
i think you can agree point 2 looks weird , its a small building with 2 or 3 staircases going up and its not that good in my opinion at least.
i would suggest to change point 2 in order not only to look better but to have more interesting gameplay.
overall the map is great! just keep in mind the space each player needs to have and how big or small each point needs to be.
dont make my mistake of trying to do something complicated or something , keep it simple you will love the results.

i hope i helped you and i wish you have a bright future with the map!

Thanks!

I think I can make some changes in Beta to make B Cap's room make more gameplay sense.