grup mountain

Grup

L1: Registered
Oct 29, 2009
19
1
Right now the working title is Grup Mountain. In the first couple of versions it looked more like a mountain, with rocky textures, hence the mountain part.

I am eager to hear comments. Also, I'm hoping people enjoy the map, but if you don't like it, I'd like to hear that too.

Thanks in advance to anyone that takes a moment to share their opinion about it.
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Update 10/25/10: New version of koth_grup_mountain: koth_grup_mountain_a10.

Now with: lasers and conveyor belts and a sniper deck.
 
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DjD

L5: Dapper Member
May 18, 2010
230
55
Didnt play the map yet but the screenshots tell that you put alot of work into it. Especially the middle point(?) or what it is on pic 1 and 3 looks quite interesting. The glass structure on top seems amazing as well.
Pobably going to test the map tomorrow, being able to tell more about the gameplay etc.
 

Grup

L1: Registered
Oct 29, 2009
19
1
Especially the middle point(?) or what it is on pic 1 and 3 looks quite interesting. The glass structure on top seems amazing as well.

Yep that is the middle and only point. The glass structure is just a roof. Interested to know how your play test goes.
 

McNuggetFiend

L3: Member
Jun 22, 2009
147
51
We've been hosting this on my server, "The Lunchbox" for quite some time now. We've been helping it go through various stages and I for one am quite pleased with the results thus far. Grup has put a ton of work into it. I can't wait to see it get a proper name.
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
I played this with some bots, and I really enjoyed it!
It has lots of flanking paths, and you can never be too sure which side the enemy will attack the point from, which kept me on my toes.
Here's some things I found
koth_grup_mountain_a8a0000.jpg

The yellow lights seem a bit odd, especially as the light is white/blue underneath.

koth_grup_mountain_a8a0001.jpg

The spawn, as well as many parts of the map, were considerably dark. Maybe add a point light in the middle of that room with 50 brightness, 300 units for 50% falloff and 3000 units for 0% falloff? that should light the room ambiently a little bit better. However that darkness COULD be caused by a leak in your map. Try loading up a pointfile.

koth_grup_mountain_a8a0002.jpg

I didn't know this was glass when I first saw it, so i'd suggest using the glass that has little black lines on it to indicate better that it's solid.

koth_grup_mountain_a8a0003.jpg

This slope is quite steep, and as well as that, is incredibly dark!

koth_grup_mountain_a8a0005.jpg

This slope seemed to encourage minor spawncamping here, as the spawncampers had the height advantage.

Overall, I liked the map, it was quite colourful but usually had enough team colours to tell where you were, but it could definitely do with signage. I also checked for sniper lines, there weren't any overpowered ones, but there was definitely a nice one that goes over cap.

Good work! :)
 

Grup

L1: Registered
Oct 29, 2009
19
1
Thanks for the feedback StickZero.

I'll definitely be addressing the issues you mentioned for the most part. (Not sure about the spawn camping issue though. I think I've addressed that already by providing a few completely separate exits from spawn.)

Re: bots. Right now the default nav mesh generated by nav_generate has some problems w/ it. For instance the bots don't walk on the catwalk or jump from prop to prop around the point. I spent some time making a really nav mesh that I was proud of, but then, like a dope, I overwrote it w/ a nav_generate. I'll try to recreate the nice nav mesh w/ the next version.
 

Grup

L1: Registered
Oct 29, 2009
19
1
Actually spawn camping could be an issue in general, as I've made the weird choice to have the spawn down below the main action. So all of the spawn exits I think might have this problem.
 

Grup

L1: Registered
Oct 29, 2009
19
1
hand edited nav mesh now uploaded!

Try out my hand edited nav mesh. Great for those late night when no one else is around to play on koth_grup_mountain with you. I put instructions in the original post above.
 
Aug 10, 2009
1,240
399
I wonder how one edits said mesh?

Anyways, you've chosen an interesting aesthetic for the map, unfortunately now it looks like a discombobulated mix of spytech, a factory setting, a artsy (glass ceiling) look, and yellow lights. :/ to be sure.

Also, on a completely related note; stick: why green... just.. why?

EDIT: oops :X
 
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Grup

L1: Registered
Oct 29, 2009
19
1
I wonder how one edits said mesh?
http://developer.valvesoftware.com/wiki/Navigation_Meshes#Basic_mesh_editing_commands

Anyways, you've chosen an interesting aesthetic for my map
Your map? I must be missing something here.

unfortunately now it looks like a discombobulated mix of spytech, a factory setting, a artsy (glass ceiling) look, and yellow lights.
It is unfortunate that an alpha version of the first map that I made is just an alpha and not equivalent to a finished map ready to be shipped with the official version of tf2. Next time I try something new I'll skip the learning part and the experimentation part and just jump to the part where I am a professional with years of experience that does everything right the first time. Thanks for the tip!
 
Nov 14, 2009
1,257
378
Wo, Grup, let him speak for himself, but I dont think that absurdistof meant to be accusatory. He was just giving you feedback on his opinion of what he thought the theme of your map looked like. And he had a minor typo.

Regarding what he actually said, its fine for your theme to be a bit off for your first map: IMO, those outside buildings dont fit TF2 style. Its part of the learning process, and a major step in that is the feedback part. Dont take it personally.
 

Grup

L1: Registered
Oct 29, 2009
19
1
I think absurdistof made a reasonable observation regarding the discombobulated nature of the map. I didn't appreciate the negative tone and I tried to make that clear.

Regarding the typo: in addition to saying "my" instead of "your", he/she followed that up w/ "now it looks like" as if this person is familiar w/ the previous version of the map not published on tf2maps.net. So, those two things together make me wonder if he thinks I took a previous version of his map and altered it. That is sort of what it sounds like. Hopefully just an innocent mistake on his part.
 

kaptan_kul

L1: Registered
May 27, 2010
23
27
You might want to try and yellow out some of your lights. On top of that you may want to tinker with some of the particle systems, But I do like what you did with the map. Keep up the grand work.
 
Aug 10, 2009
1,240
399
It is unfortunate that an alpha version of the first map that I made is just an alpha and not equivalent to a finished map ready to be shipped with the official version of tf2. Next time I try something new I'll skip the learning part and the experimentation part and just jump to the part where I am a professional with years of experience that does everything right the first time. Thanks for the tip!

I'm sorry if I came off harsh, I wasn't intending to. Phrased more appropriately, the spytech theme seems out of place in the sunshine, and I suggest that you move the hydro stairs as well. It just seems as though you're mashing three or so theme-iconic pieces into one area, which seems a little sandboxy.


For clarifications sake: my bad on the typo.

Because there are almost no green textures in TF2. It's a nice garish crosshair that stands out against everything

Yes but ME's targeter is soo sexyfine :O.
 
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Grup

L1: Registered
Oct 29, 2009
19
1
Added the following to the OP:

I uploaded a spinoff off koth grup moutain: cp_grup_mountain:

This is more of an experimental version (not that all versions aren't , but this one is *more* experimental.) So I didn't update the main link above.

Instead, you can find it here: cp_grup_mountain_a1:
http://forums.tf2maps.net/downloads.php?do=file&id=4103

This is a 3 CP push pull map. Pretty much has the same layout as koth_group_mountain_a8a, w/ following changes:

This is a 3 CP push pull map instead of a koth map.
I added a sniper's nest in the long stairway.
Added new control points in the rooms above the spawn.
Added a new door to those rooms.
Put lasers in the doorways and a trigger hurt that hurts the enemy team in those rooms. The trigger hurt and lasers are enabled as long as the enemy team doesn't own the middle point.
 

Grup

L1: Registered
Oct 29, 2009
19
1
---- update - apparently this CP version consistently crashes servers. So, don't try it (unless you think you might have some idea for debugging this.
 

Grup

L1: Registered
Oct 29, 2009
19
1
update w/ new version

koth_grup_mountain_a10 - now w/ lasers and a conveyor belt!