Landfall

CTF landfall rc

  • This map is featured! Our best maps, all together in one place for your viewing pleasure.

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
And another. More changes to make mid better.

Still using the new intel spot, still seeing how it works out.

-------------------
ctf_landfall_test2
-------------------
Layout changes:
-Added a small new room in mid to safely get from the lower saw-room door to the porch on the side of mid.
-Added a new little alcove where the outside path meets mid.
-Removed the indoor staircase going from the outside path to upper mid. It's replaced by an outdoor ramp leading up.
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
By the way I'm going to be overseas for at least a week starting Thursday, so I won't be able to update or test. I might have a computer and post on the forums, but I definitely won't be playing TF2.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
To paraphrase my player's comments in regards to the contest:

"Landfall: The one map from the contest that doesn't make me want to punch babies after playing it."

Have a safe trip, and don't die. Dying would be unforgivable, since that would mean the map wouldn't get finished. ;)
 

ricardojvc6

L6: Sharp Member
Jun 8, 2009
268
66
i'm loving the look of this map, seriously.. I love the lighting, love the trees in the background , the houses in the foreground. Was very good indeed :D Good job making this map
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
Little preview of what the next version has to offer:
ctf_landfall_test30000.jpg


I thought about it a lot and I decided to switch back to the old intel spot. The new spot did a good job making the outside path more useful, but I think it introduced more problems than in solved. So I'm instead going to make the old spot work better, and here you can see how much the sawroom path is changing.
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
New version released (on the server).

-------------------
ctf_landfall_test3
-------------------
Layout changes:
-Added a new room on the upper levels of each side by mid.
-Removed the outdoor ramp leading up, and put the indoor staircase back in (connects with the new room).
-Changed the sawroom going into the bases. It's not got more space outdoors, in hopes of making that path more dangerous for the attackers.
-Put the intel back in the old spot
-Changed the layout of the intel deck to give the outside path an easy route to the intel.
 
Last edited:

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Was good fun. Make this the next beta. Remember to enable collisions on the stack of crates near the spawns. One of the crates is non-solid for some reason.
 

Harribo

aa
Nov 1, 2009
871
851
The building in the left of your landfall sig looks like it should be able to be jumped onto and stood on from the upper ledge on the right of your sig. To me when going through your map today as scout it looks obviously placed there so you could jump off the ledge onto that building, and either onto the upper ledge of the building in front of your intel or drop off into its side entrance. Maybe use the upper level walls as the maps limits rather than the main walls of the building
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
Actually I made another test version. I changed the spawns! There's now only one spawn zone per team, and it's more centered on your side of the map, so that you can choose whether to run out through the outside path or sawroom path without worrying about extra run distance. I'm hoping that it'll 1)help make the center of the map more battle-centric, and 2)stop entire teams from suddenly rushing out of spawn on top of the intel.

Hopefully this will make the map significantly better than b1, not just kind of better. If it works out this will be b2.

-------------------
ctf_landfall_test4
-------------------
Layout changes:
-New spawns.
-Lowered middle catwalk so it's just the same level as the battlements on either side.
-Made the rocks on either side of the middle tree smaller.
-Widened the outside path (shrunk the shed and took out the little porch thing in front of the shack).
 
Last edited:

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
The new spawns didn't work out like I hoped they would. :( I won't go back to the old ones, but I'll make another change to make it more like the old spawns.

I liked the new location better, but as flame pointed out, the way it's set up is perfect for spawncamping.

Another problem I had was with the strength and color of the fog, sometimes blu players/sentries at a great enough distance would become hard to pick out against the light blue.
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
The spawncamping was just one problem though. It also made battles in the bases make very little sense... it would turn into kind of a mush of people.

I haven't had a problem with the fog, but it wouldn't hurt to tone it down a bit I suppose.
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
Ok, hopefully last test version before beta 2. I changed my mind and just reverted back to old spawns with tweaks.

-------------------
ctf_landfall_test5
-------------------

Layout changes:
-Back to old spawns, but you now have a greater chance of spawning in the shed spawn (not the spytech one).
-Modified the area around the intel to make the area outside the spawn nicer for the defending team.
-Added a new nook in the outside path for buildings/cover.
-Added an outdoor stairway up in the outside path.
-Optimized the skybox tree models.
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
I was pretty happy how this played with a full server today. I'll play it a bit more to make sure there aren't any more problems before releasing the second beta.

And of course before the next beta I'll be improving the fps, and touching up the graphics here and there.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
I haven't tried or scene this yet. What a shame. It looks great! love the theme.
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
It played pretty well with the full server today. Spawn set up suits normal public games imo.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
ctf_landfall_test50001.png


This is actually two props identically inside eachoter.

ctf_landfall_test50000.png


Self explanatory.