Goldrock Gulch

Icarus

aa
Sep 10, 2008
2,245
1,210
Icarus: I could do a post for you on tf2m if you want help publicising it
Fishbus: you know man, I'd really appreciate that a lot buddy


7 point control point push/pull map

Map by Jamie "Fishbus" Manson

Goldrock Gulch is a serious and honest remake of the father of TF2 CP maps - warpath (for TFC). A spiritual successor much in the same vein as Badlands and Well. The map is indeed quite large and is entirely intentional, spawn points move along with every point, not just the middle and the second last; this is to cater for it's size.

Objective:
To win each team must own all seven Control Points.

Other Notes:
Control Points cannot be captured while they are locked.
 
Last edited:

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
5,441
3,814
One thing that annoys me about TFC ports is that while most authors are willing to convert artistic styles they always fail to convert to a more natural (TF2) scale.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
Just did a run through, it is a fairly big map.

I got a little lost but nothing a few minutes of just running around couldn't fix. Also, you should really check the console whenever you start up your map.

Easy fix I'm sure you know how to work-
Code:
[LIST]
[*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/wooden_barrier01.mdl)
[*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/wooden_barrier01.mdl)
[*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/truss003.mdl)
[*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/truss001.mdl)
[*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/wooden_barrier01.mdl)
[*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/wooden_barrier01.mdl)
[*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/wooden_barrier01.mdl)
[*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/truss003.mdl)
[*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/truss001.mdl)
[*]SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/wooden_barrier01.mdl)
[/LIST]

And then simply clear these Spawnpoints, :p
Code:
[LIST]
[*]Spawnpoint at (1079.31 1168.38 -159.00) is not clear.
[*]Spawnpoint at (1128.00 2472.00 -231.07) is not clear.
[*]Spawnpoint at (1128.00 2376.00 -231.07) is not clear.
[*]Spawnpoint at (-3535.31 -1168.38 -159.00) is not clear.
[*]Spawnpoint at (-3584.00 -2472.00 -231.07) is not clear.
[*]Spawnpoint at (-3584.00 -2376.00 -231.07) is not clear.
[/LIST]

Besides that this is a very pretty map. I'm gonna go recommend it to a server owner I know because I really want to test this.
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
An interesting idea, however I have a few complaints on how it's executed. The first thing I realized is that you from the beginning spawn way back behind the first cap, you will thus have to run over three empty cap points before reaching mid. Once capping mid, you still spawn right behind second cap like on a 5cp, which leaves a huge run from spawn to the cap you are contesting for both teams. I would prefer working with spawns pretty close to the point you're defending right now, to eliminate some of the long walks.

Another thought is that the mid might be a bit tight, there are only three routes and all lead you over a bridge where airblast pyros and trapping demos will have their heaven on internet earth.

Hope you'll make the effort and finish this, has some great potential!
 

Icarus

aa
Sep 10, 2008
2,245
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Fishbus says he is aware of the console errors, and apologizes for the rushed release. He's been very busy.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
Fishbus says he is aware of the console errors, and apologizes for the rushed release. He's been very busy.

That's fine, it's just a pet peeve seeing errors so easily fixed in the console lol..
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
No, don't do it. This is more fun.

The detailing is very well done, but I think some of the background areas have too much noise in them which might distract players from the fight.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I think this sums up all my problems with Goldrock Gulch.

cp_goldrock_gulch_b20000.jpg


It's a great looking map, but everywhere you go there's an inaccessible ledge you want to get up on - either the way up is far away (as shown here) or in a completely different area. The fact that there's only one way for attackers to go from CP 3 to CP 2 is also really annoying. We had a hard time getting there not only because of that, but also because we were flanked all the time. He needs to make movement easier for the slower classes and remove some of the extreme flanking routes.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
It's a great looking map, but everywhere you go there's an inaccessible ledge you want to get up on - either the way up is far away (as shown here) or in a completely different area. The fact that there's only one way for attackers to go from CP 3 to CP 2 is also really annoying. We had a hard time getting there not only because of that, but also because we were flanked all the time. He needs to make movement easier for the slower classes and remove some of the extreme flanking routes.

This pretty much sums up my opinion as well. It's never easy to get where you need to go, and it is never obvious where you are supposed to be going. There are signs in places that don't really help, the control points are out of the way and easy to miss, and like Muffin said, the map seems to be based on the philosophy of putting small ledges just large enough to not jump up, everywhere.
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
There was a very obvious and visible nodraw texture in a detail room in Blue spawn. might be in red spawn as well.

The whole map seemed quite haphazard, it didn't have the quality it'd expect from a fishbus map, with metal fences sticking through walls and oddly textured rooms
 

Icarus

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Sep 10, 2008
2,245
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With a detailed map the size of Goldrock, he's nearing the engine limit of 12288 textured faces. He'll try to do as much as he can, but understand it's not going to be too easy.

The lack of direction and mobility in certain parts of the map are definitely going to be looked in to, and something to break up the sightlines and size of the mid CP.

The whole map seemed quite haphazard, it didn't have the quality it'd expect from a fishbus map, with metal fences sticking through walls and oddly textured rooms

What parts had the metal fences you were talking about? What rooms were oddly detailed? If you could describe or show us screenshots, he could look into it.

Thanks everyone.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
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Here goes.

http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20000.jpg
I particularly dislike this room/these rooms with the planking (overall, I don't like the brush-plank-destruction). Textures aren't aligned right and the floor would be just as good dirt instead of being the same texture as the walls.

http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20001.jpg
This barrier doesn't look right and clips through the right side of the truss. The way the cart track swerves through it at the right edge makes the whole doorway look illogical, center it on the track or remove that area altogether.

http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20002.jpg
I'm not sure why that arrow is necessary. Another example of white wood wall white wood floor texturing combination. Brown wood works so much better for floors, especially when combined with white walls. And that texture you keep using as a floor is most definitely a wall texture.

http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20003.jpg
Adjust that displacement a bit so that nodraw isn't visible.

http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20004.jpg
Corrugated metal would never be cut into strips like that, and this is another example of that destroyed-planking-style that just doesn't look good.

http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20005.jpg
Odd choice of texture for the roof and the barrier. Another appearance of white wood wall as a floor. Corrugated metal walls on top of a (vertical) white wood wall is weird.

http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20006.jpg
Floating crates. Odd place to store stuff.

http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20007.jpg
You have a nice detail area covered up by destroyed-wood-planking-style. Replace it with chicken wire and put some crates and wire spools and let that area be visible. Also, there is a mining light back in there that you can't see, and unnecessary prop_dynamic.

http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20008.jpg
The two conveyors stacked on top of each other looks bad. Also, your skybox ground is clipping into the world back there, causing extremely dark shadows on the displacements. Furthermore, what is that light supposed to be lighting?

http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20009.jpg
Not a good texture to represent a boarded up tunnel. Either change it or remove that truss and texture altogether. And a wooden sign stuck into a wooden floor? And look at the texturing on those stairs.

http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20010.jpg
Door could use a trim. More white wood wall as flooring.

http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20011.jpg
Not a great choice of texture for a trim. Levitating minecart.

http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20012.jpg
That board could be the arrow sign prop (trainyard_sign I believe)

http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20013.jpg
White wood wall as destroyed-plank-style flooring. Could remove all of the planks, make the displacements prettier, and save faces while massively improving the visuals of this area.

http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20014.jpg
Any particular reason the bottom of the canyon is in the world? Just creates odd problems with the fog in relation to the skybox.

http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20016.jpg
Odd optimization, rendering the middle point from the 3rd/4th/whatever it is.

http://dl.dropbox.com/u/458143/goldrock/cp_goldrock_gulch_b20017.jpg
Floating carts + white wood planking + poor choice of textures for that shack.

Overall, I love the idea of this map, a large scale battle with shifting areas of control, however, navigation is odd, and the detailing seems poorly done (especially in regards to texturing- Valve maps are great references for texturing, and they're included with the SDK!).
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
There are placs in this map where wood, concrete and metal are all flush with eachother, and I find that to look odd.