Wildmire

tarmo-

L3: Member
Dec 10, 2008
108
28
Shameless doublepost = bump.

Would be awesome if someone could get this to some publicserver, or even played in a 6on6. All feedback = good feedback. Hopefully people will play it in ETF2L-ladder anytime soon aswell ;-).
 

tarmo-

L3: Member
Dec 10, 2008
108
28
feedback is OVERWHELMING my mind after the gameday. whoa. :(
 

Jamster

L1: Registered
Oct 28, 2008
22
12
I'm bumping this to let you know I'd really REALLY love if you'd remove the crouch-jump restriction to the middle point. I have a lot of players who can't do this or some where it's not feasible. Otherwise, I actually kinda like the map.
 

tarmo-

L3: Member
Dec 10, 2008
108
28
Here’s update what we’ve been doing with Zipok. I gathered some of the things we’ve modified in wildmire cp2 or cp3 area, more to come when things are “done”.

Hope you enjoy these non-final screenshots I took just minutes ago.

https://www.dropbox.com/gallery/3765879/1/wildmire?h=186d2b

P.S: Thanks to Buck for these awesome open sawmill windows.

P.S.S: B3 will get released this month.
 
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FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Tarmo/Zipok those changes look awesome, can't wait to see b3. In other news, if you want to get it tested once you have it released we now have some 6v6 testing capabilities here at tf2m.

-FoX
 

tarmo-

L3: Member
Dec 10, 2008
108
28
Just had 2 pugs on this maps pre b3 version. Both were success, just awesome gaming =)!
Every class has its place here. Lots of back and forth action. Capping and recapping areas, intense fighting almost all the time! Must say that this map is alot better gameplaywise than gullywash which got itself into competetive scene! Oh, and btw. Both pugs were tight, last one played ended in score 6-4 in 30 minutes of gaming

Hope this map will get more attention when b3 will get released, but heres a little peek for you. Roughly 60 pictures of the map in action. Hope you enjoy.

http://www.dropbox.com/gallery/3765879/1/wildmire/gameday?h=186d2b
 
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Zipok

L2: Junior Member
Jun 26, 2008
96
5
I liked the pace and the fact I could use a heavy on 1st cp offense with success. Some basic spots were bit lost and made it a bit running around at some points, but it wasn't too chaotic, and didn't stall for too long either. :) I want moarr!
 
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tarmo-

L3: Member
Dec 10, 2008
108
28
Hi, I have a couple suggestions and I should probably introduce myself a bit.

I've been playing the preb3 and b3 versions that I was given by tarmo in PUGs and scrims, I do play competitively and while my team is not yet in a league (all the leagues are either mid season or inbetween) we do actively scrim. Tarmo, if you're wondering who I am, I'm Jesus_ in IRC on Gamesurge (tf2.pug and tf2.pug.na)

My biggest suggestion as I play on a less than stellar rig, is a lot more optimization! I lag a lot on this map, I will be in the 10-15 fps range on mid and 2nd often, while on a much larger map (like cp_badlands) I will have consistent 30+ fps.

Now onto the general detail suggestions of the map's gameplay and aesthetics.

I'll start with middle point as it's the focal point of all 5 CP maps.
My biggest gripe with mid is that it's far too cramped, it lacks the feel of a middle point you get from maps like freight, granary or badlands, the point really only has one definite entrance and it's really not too friendly to the heavy classes. While it is very intense, it generally only has one viable strategy for the main battle. Secondly, the underside of it has far too few uses, while a scout can use it for a flank, the heavier classes barely have any space to try and spam from (e.g. a demoman spamming some pipes or stickies from valley in badlands.) it really just leaves that space as a little too situational. Basically it boils down to opening up mid, allowing more room to roam and fight for.

Now onto second point, this is by far the best point on the map. It really is a very good point to both attack and defend. There really aren't any suggestions I can think of for it other than a minor bug fix on b3. I'm not sure if TMP told Tarmo already but if someone is coming out of forward spawn the door clips through the ground in the room above and blocks entry a bit.

Final point, this is a good point as well, only things I dislike about it are that the entrances for the attacking team hardly allow for sneaking captures since they're all very visible by the defending team.

That's all I have, it's a fun map to scrim on but if a few of these things were fixed up it'd be even better. :) Great work!

use this thread, please. other one could be deleted, if possible.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
Great map, The only thing I've noticed from the screenshots is that the top of the cliffs in screens 1,2 and 3 look a bit sharp, either round them off, or push the edges out, so that it's obviously intended. I'll give gameplay feedback once I give it a run-through.
 

tarmo-

L3: Member
Dec 10, 2008
108
28
Update, update! cp_wildmire_b3 has been released as a part of the famous and awesome custom content release from tf2maps.net, the Swamp Pack!

http://swamp.tf2maps.net/
(The maps are at the bottom of the site. The other maps included with the mappack are ctf_atrophy_b4, koth_fever_b1, and arena_blackwood)

If you’re more interested in wildmire only: http://nocrits.com/maps/cp_wildmire_b3.rar

Changes from _b2a:
- Middle something completely different!
- The rocks at cp2 have been replaced.
- Capture & spawn times tweaked.
- Changed the first spawn layout.
- CP1 layout slightly modified.
- Spectator cameras!
 

willy1234x1

L1: Registered
Jan 16, 2010
2
1
Hi, I have a couple suggestions and I should probably introduce myself a bit.

I've been playing the preb3 and b3 versions that I was given by tarmo in PUGs and scrims, I do play competitively and while my team is not yet in a league (all the leagues are either mid season or inbetween) we do actively scrim. Tarmo, if you're wondering who I am, I'm Jesus_ in IRC on Gamesurge (tf2.pug and tf2.pug.na)

My biggest suggestion as I play on a less than stellar rig, is a lot more optimization! I lag a lot on this map, I will be in the 10-15 fps range on mid and 2nd often, while on a much larger map (like cp_badlands) I will have consistent 30+ fps.

Now onto the general detail suggestions of the map's gameplay and aesthetics.

I'll start with middle point as it's the focal point of all 5 CP maps.
My biggest gripe with mid is that it's far too cramped, it lacks the feel of a middle point you get from maps like freight, granary or badlands, the point really only has one definite entrance and it's really not too friendly to the heavy classes. While it is very intense, it generally only has one viable strategy for the main battle. Secondly, the underside of it has far too few uses, while a scout can use it for a flank, the heavier classes barely have any space to try and spam from (e.g. a demoman spamming some pipes or stickies from valley in badlands.) it really just leaves that space as a little too situational. Basically it boils down to opening up mid, allowing more room to roam and fight for.

Now onto second point, this is by far the best point on the map. It really is a very good point to both attack and defend. There really aren't any suggestions I can think of for it other than a minor bug fix on b3. I'm not sure if TMP told Tarmo already but if someone is coming out of forward spawn the door clips through the ground in the room above and blocks entry a bit.

Final point, this is a good point as well, only things I dislike about it are that the entrances for the attacking team hardly allow for sneaking captures since they're all very visible by the defending team.

That's all I have, it's a fun map to scrim on but if a few of these things were fixed up it'd be even better. Great work!
 

skatiN64

L1: Registered
Oct 27, 2008
2
0
omg the improvements from b1
this map is really really amazing!
on what willy said, yes mid is a little small. For sure leave it that way though unless too many people complain about medics getting picked. I think it makes mid more dm centric and with both teams seemingly being rewarded for strong aggression it should be very interesting.
 

Arthur

L1: Registered
Sep 17, 2008
1
0
Hi, I'm going to assume without reading the description that you are aiming this map at the competitive community. Because that's where the successful five cp maps sit. But we are currently running it on the rotation of our 20 slot competitive config server, you may laugh at the idea of a competitive PUB server. But we do often see broder members, common place mercs of div 1 teams, and lots of ex-div1 players, several from DCSB. Any who, we have two rotations, and we switch between the two every so often, your map is on the one currently in use. We are also having an event just to run through all the custom maps, to get peoples used to them, tonight 22nd of july, at about 8:30.

I don't know what the rules are about posting server IP's here, so ill just do it, and remove it if anyone complains. 195.90.98.35:27015