Badlands Classic.

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Buster Charlie

I'm sorry if the above describes you but honestly if I grabbed random people off the street and told them to find the capture point vs actualy capturing the enemy flag in combat I doubt many would find capturing the flag harder than finding the capture point.





 
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Buster Charlie

I don't mean to spam this but I feel I need to back up my statements, that I am not using hyperbole.






I have a couple more I can post but i'll save everyone the download unless they want.



If I had a magic wand and could make some glowing lines that flowed along the ground to show the flag carrier exactly how to cap the flag I would.
 

drp

aa
Oct 25, 2007
2,273
2,628
I don't mean to spam this but I feel I need to back up my statements, that I am not using hyperbole.

I have a couple more I can post but i'll save everyone the download unless they want.



If I had a magic wand and could make some glowing lines that flowed along the ground to show the flag carrier exactly how to cap the flag I would.

1unit brush on the floor with a red texture leading to cap point D:
no im just kidding.

i played the map last night, and its so freakin close to the original, its amazing. you did an amazing job with it and i doubt valve can do any better, it being cp and all.
 

3_stooges_geo

L1: Registered
Dec 7, 2007
45
2
relax,i was just giving you some of the feedback from some of the players that played it for the first time.
i myself like the map and think theres plenty of directions,but i also played it in TFC,it took a quick run through to remember it all.
most players judge whether they like a custom map in the first 2 minutes of play and if they get lost,thats the end,they dont like the map and dont want to play it anymore.
half the TF2 players would never survive if they tried TFC now.
 
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Buster Charlie

relax,i was just giving you some of the feedback from some of the players that played it for the first time.
i myself like the map and think theres plenty of directions,but i also played it in TFC,it took a quick run through to remember it all.
most players judge whether they like a custom map in the first 2 minutes of play and if they get lost,thats the end,they dont like the map and dont want to play it anymore.
half the TF2 players would never survive if they tried TFC now.

I'm not worked up, just pointing out that I am only going to sink so low in a REMAKE of a TFC map. Either you like the idea of a TFC remake or it hurts your beain.

Similarly my next map will be 100% original and I'll try to make it as intuitive as possible as not to confuse new players yet still allow people who can read and write to enjoy it also.
 

Noggin

L5: Dapper Member
Nov 17, 2007
226
48
Haha, I couldnt agree more. People get lost in my map, so I added a map overview in the SPAWN and signs... yet they still complain.

How do these people get around in real life? Oh yeah, Google Maps!
 

Apex_

L3: Member
Jan 23, 2008
122
14
Haha, I couldnt agree more. People get lost in my map, so I added a map overview in the SPAWN and signs... yet they still complain.

How do these people get around in real life? Oh yeah, Google Maps!

You should try being the admin of a server running it :p I have to explain the map to most of the people that join unless they've been on the server before. It's not just Powerhouse or Badlands either, anything remotely different (yaaaargh/vikings, Well remakes, generally anything where the cap point and flag aren't the same room...) seems to totally confuse your average player.

Kind of sad really, I don't understand how people can play the same scenario over and over. Playing the same map all the time just sucks, and doubly so if the map wasn't that great to start with.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,081
I've never had people get lost and complain on any of my maps, but then I never seem to create enough alternate routs in them.

I remember I've played cp_science for about 5 full games now, still can only just navigate from CP to CP. I usually get on great with new maps, a quick wizz around on spectate usually gets me to grips with where I have to go but cp_science still has me baffled (well done shmitz!)
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,081
Just played it, and to be fair, I can see why you are getting new comers getting lost, there are several quite large areas that have no reason for being there. Maps with more than one route out of resupply tend to confuse people mroe than other maps. The map is quite large and ther are I feel, too many routes through. It takes a little bit too long to get from intel to capture point, even as a scout un hindered by other players. Most of your signs seem to be outside of the main field of view which will add to newbie confusion.
It looks beautiful, but its too large, has too much choise and is doomed to confuse newbs.
 
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Buster Charlie

Just played it, and to be fair, I can see why you are getting new comers getting lost, there are several quite large areas that have no reason for being there. Maps with more than one route out of resupply tend to confuse people mroe than other maps. The map is quite large and ther are I feel, too many routes through. It takes a little bit too long to get from intel to capture point, even as a scout un hindered by other players. Most of your signs seem to be outside of the main field of view which will add to newbie confusion.
It looks beautiful, but its too large, has too much choise and is doomed to confuse newbs.

Well noobs be confused. Because that's just the way badlands was and nobody has a problem in TFC.

Possibly because all the down syndrome retards were playing CS instead of TFC.
 

Buddikaman

L3: Member
Dec 31, 2007
107
11
I dont get why people are complaining about the layout of old tfc maps, they were excellent maps. I think what it is alot of people playing TF2 dont get the strategy of the game, as most people play CP, which is less about strategy and teamwork, and more about bum rushing(yawn). CTF is were its at, and with 2fort being the only CTF map(minus well, which sucks hard), people just run around deathmatch style. I exclusevly play 2fort, and 95% of the people ive played with refuse to use strategy/teamwork, ive gotten really bored of the game because of it.

Badlands was one of the more intricate maps for TFC, the reason it has two main paths into the base is to give teams a chance to break through tough one sided defenses, or for spys to infiltrate into the base. Its a map meant for alot of players, due to its slightly larger size.

Noobs be confused.

-Buddikaman-
 
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Buster Charlie

Thats what I love about badlands. The one good game I had on my remake (due to actually having 20+ players) was great. You had 3 spies sneaking all over the place, you had soldiers making frontal rushes 3 at a time, sometimes with medic. You had a few engineers. Pyros runing around the cramped areas. Less heavies because of the map size but to be honest I dont see a lot of heavies anyway. Of course the snipers love the main sniping zones.

Really what makes the map great to me IS the complexity, you can't turtle without a LOT of engineers and even then your defense is spread thin. You have to flow and push hard. You have to adapt to the enemy if they decide to break through the canyon instead of the main gate.

Really I think people need to give it a shot on a full server and not judge it based on small games with only a few players.
 

rubexcube

L1: Registered
Dec 18, 2007
8
0
Buster,

I have been so busy with work and the other things in my life I had not had a chance to get on here and read what the reaction to the map has been. Now that I have I am so disappointed in the luke warm reaction it has gotten. I have been running it on my server since it came out and I just love it, I even upped the number of slots I have on my server so I could host a better game for it. To tell you the truth I have not been able to get it to catch on like I hoped. I have been pushing it on my clan and we have had some great games on it so far (even found a few bugs). I just don’t understand why the community is not going nuts over this. I’m sorry to hear that you will not be continuing work on it but you did a fantastic job on the first try, and any bugs I found I can live with. I hold hope that as TF2 matures that this map will catch on. If you are ever looking for a group of people to play with on your map let me know and I can round the [SS] gang up!
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
It's not a bad map at all. I think it's quite well done and it only took me about 5-10 minutes to figure it out. (The signage helps immensely) My only issue is that, for the TF2 gamestyle, it is a bit large and it does take a while to get across the map. That's not your fault, it's just a difference in the gameplay between TFC and TF2. Because it's so large this map actually works far better on a 32 player server than a 24. With some work, I think a modified version with less space between the red and blu bases would be excellent.
 

Apex_

L3: Member
Jan 23, 2008
122
14
It's not a bad map at all. I think it's quite well done and it only took me about 5-10 minutes to figure it out. (The signage helps immensely) My only issue is that, for the TF2 gamestyle, it is a bit large and it does take a while to get across the map. That's not your fault, it's just a difference in the gameplay between TFC and TF2. Because it's so large this map actually works far better on a 32 player server than a 24. With some work, I think a modified version with less space between the red and blu bases would be excellent.

I host this on an 18-player server and we have excellent games on it. More doesn't always mean better, especially when it comes to sneaking around in the canyons or through the sewers. Honestly, more players on a map with multiple routes such as Badlands only slows the game down. You have to make a decision between defending one route or another, and can't always watch your back. However, I do think shortening the map sometime down the road (and making the tunnels larger) would be a good start to "TF2-izing" the map if anyone were to do it. I think Badlands works better than the other TFC remakes though, and it certainly gets more play time on my server than Well2 or 2fort.
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
Oh I realize more doesn't always mean better. Dustbowl, Hydro and 2Fort are all maps that were designed for 24 players, and the difference between a 24 player and 32 player server on those maps is astounding. In this case, however, the map is quite big and I find that with fewer players it takes longer and longer find or return to the action after respawning.
 

rubexcube

L1: Registered
Dec 18, 2007
8
0
That is Blasphemy! Don't change the size of the map it is how it always was unique as a TFC and will be unique as a TF2 map. In TFC it seemed like you had get sick of years of playing 2fort before people caught onto the genius of Badlands. I would agree that the tunnel from the canyon needs a little bug fix because of the getting hung up going in and out especially when carrying the intel.
 

Colt Seavers

L6: Sharp Member
Dec 30, 2007
288
82
I've just stuck this on the custom map lab server and boy does it look good :cool:

I really can't wait to get some peeps on to see how it plays. If the gameplay matches the appearance this would make it onto the main teamplay server for the next rotation (rotations change fridays) ;)

I think your ladder solution is really neat - works very well. i'll have some more constructive comments after a play through!

I'm going to idel on the map while i get a shower and hope some peeps jump on as soon as they've had their breakfast :p
 

ryodoan

Resident Bum
Nov 2, 2007
409
117
This is one of my favorite custom maps out right now, and I primarily play engineer.

Teleporters actually mean something due to the size, the exit from the intel room is a great place to put a sentry and there are a couple places to put it in that room to keep people guessing, and this map would be amazing in 16vs16.

My favorite part is after my sentry is up in the exit room and i see someone start for the intel, I follow them up to the intel, then when they are slowly edging around the exit corner to get a few shots in on my sentry I just run up and wrench them to death.