cp_castle4, WIP

flam5

L1: Registered
Mar 29, 2008
31
0
Just played this on Necrophix with you Vile. I really like what you've done with it. Although it seems less medieval and more fantasy castle like, I really liked the new look and layout.

I made the comment that the tunnel that goes to the second point at the top of the castle in the first stage should probably be open, or atleast be able to be seen into (fencing/open post style walls, etc.). It seems, balance wise, that it advances REALLY close to the second CP and Red would be able to stunt, or atleast have a visual of whats coming in if you could see who's using that tunnel.

I had a lot of fun playing it, though. Keep it up!
 

Vilepickle

Banned
Oct 25, 2007
372
199
I've seen several defenses or near defenses on stage 1 in beta 2 so far, so I think I'm going to leave it mostly as-is. I think the tunnel adds a nice vertical element that was needed, because before it felt like too much of a grind-fest on the ground. Plus, it's still fairly difficult to clear out the CP deck, even if it does come out kind of close to it. Keep in mind the idea of stage 1 is to capture fairly quick, because it's the first stage.

I'm also moving the stage 3 last CP again to the other side of the wall (though further back), because almost every game I've seen has been a stalemate or near-stalemate on that point.

I'm thinking of calling the next one just cp_castle4 and bringing it out of beta. I guess I'll wait a day or two for some more feedback though. I kind of just want to be done with it :)
 

Vilepickle

Banned
Oct 25, 2007
372
199
Probably take a leave from mapping. Getting kind of tired of it, and the pay off in TF2 mapping (satisfaction-wise) just isn't there anymore in my opinion.

Though, the primary reason I do it these days is out of boredom, so I may be back sooner than I think.

The big reason I'm fixing up Castle is because I don't really want a bad map on my record (though it's still far from perfect)
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Well, we have just played v4 b3 (I upgraded to v4 since castle is one of the more popular maps on ours servers) and the b3 was a big disappointement (we're back on b2).

Part1 : Why gave up the expressway, it was the greatest idea of the part of the map eespecially since it was opened, if attackers are to easily accessing the cp1-2 uste moved a little on the center in order to make it closer to the spawn and just removed the healtpack on the expressway.

part2 : The same, i understand that the expressway was a little too easy for the attacker, but now we are back on the fight at the two gate in front of the defenser spawn well not really just the left gate since the acces to the point from the extreme right (attacker side is really difficult now). Maybe make the expressway more sneaky, small in order to make it a real alternativ way and not the main CP attack way.

part3 : well since v4 cp3-2 is i think a real problem in front of the wall it's too easy to take, behind the wall, it's not much harder to take, but when the attacker passed they just have to cover the spawn too win and the fun is lost. Don't really know what to do with this point in fact but i guessed it's the only one that i prefered in v3.

That's it, we are really fan of your work, keep it up.
 

Vilepickle

Banned
Oct 25, 2007
372
199
I got the exact opposite feedback from others flubber, so I'm at a loss on the added routes now. I'm probably not going to re-add them because they're too big of a shift from v3, and the map has been out for far too long to introduce something like that.

Still working on 3-2, but I haven't seen it in beta 3 yet.
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
That's a shame :), after month on v3, it's was refreshing to finally found a true change in the map beside a re-texturing work. I guess people don't like change and that's never good...
 

phatal

L6: Sharp Member
Jan 8, 2008
259
21
NEW 5/9/08
Castle4 BETA 3
I'm only posting this beta on this forum and on my website.

cp_castle4_b3:
http://www.vilepickle.com/map/screens/tf2_cp_castle_beta/

Where is that last screenshot taken at of the cp in the "barn"?

BTW... I still don't like stag but castle was probably my fav. of the others you've ported in and these changes will definitely make it more interesting. From screenshots it looks to be an improvement but screenshots don't say much about a level until you get inside it. :) Good work all the same.
 

Vilepickle

Banned
Oct 25, 2007
372
199
That's a shame :), after month on v3, it's was refreshing to finally found a true change in the map beside a re-texturing work. I guess people don't like change and that's never good...

Well, at least there are balancing tweaks in stage 1 and 2 with spawn fixes, health/ammo packs, and stage 1 still has its new CP. I added another medium pack for offense on the dropdown that's closer to the doors for 1-2 for next version, so that should be nicer.

Stage 2 is still changed to help offense with larger ammo/health packs near 2-1, and that new ramp that allows them to fight defense more at the chokepoint.

I think Castle3 is an alright map as-is, and people are attached to it in a way. So it's best to just fix the BIG things, I suppose.
 

Vilepickle

Banned
Oct 25, 2007
372
199
Where is that last screenshot taken at of the cp in the "barn"?

BTW... I still don't like stag but castle was probably my fav. of the others you've ported in and these changes will definitely make it more interesting. From screenshots it looks to be an improvement but screenshots don't say much about a level until you get inside it. :) Good work all the same.

Castle is my only original TF2 map, it's not a port. Part of the reason I wanted to fix it up. It makes me look bad leaving it in the castle3 state.

It's good that you don't like ALL my maps. It means they're not the same maps every time :)

Oh, plus the SS's are already outdated. I think I took them for beta 1 but I've been rapid-releasing betas for the past few days, so I haven't updated them.
 
Last edited:
Feb 14, 2008
1,051
931
Yay, I think this is the first ever map except maybe ctf_quarry which I've really anticipated, good job!
 

Noggin

L5: Dapper Member
Nov 17, 2007
226
48
Probably take a leave from mapping. Getting kind of tired of it, and the pay off in TF2 mapping (satisfaction-wise) just isn't there anymore in my opinion.

Good work on Castle4 there Vile.

You aint kidding about incentive for TF2 map making.
Especially when ctf_well is in most map rotations just because Valve made it, not because its good.
 

Earl

L6: Sharp Member
Dec 21, 2007
284
38
Probably take a leave from mapping. Getting kind of tired of it, and the pay off in TF2 mapping (satisfaction-wise) just isn't there anymore in my opinion.

Sorry to hear that. There's not pay off? On my server we have all your maps in rotation, stag, chaos, mach4, castle, and we like them all. There's even 24/7 Mach4 servers out there. You're regarded as one of the best, if not THE best TF2 mapper out there.
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
I have to agree with Earl. You don't make bad maps dude. You're without a doubt my favorite TF2 mapper.
 

Vilepickle

Banned
Oct 25, 2007
372
199
Oh, no doubt there are cases where many if not all of my levels are played. I'm just saying in general, custom maps for TF2 are definitely underplayed. http://v3.game-monitor.com/topmaps.php?game=tf2 is what I use to track progress of people's maps.
 

TheDarkerSideofYourShadow

L10: Glamorous Member
Apr 12, 2008
792
286
When I clicked it, top nine were all valve maps (really, who the hell plays ctf_well?). 3 of the top 50 were maps with achievement in the name, and if that doesn't say something, I don't know what does. Oh, and sadly 2fort is still number 1.
 

Vilepickle

Banned
Oct 25, 2007
372
199
I was actually thinking today, and I kind of want to learn how to model stuff. I've been mapping for 7 years and have never done it. XSI Mod tool, here I come.

/me takes mapping hiatus
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
XSI :s

Learn max, than you're not restricted to source engine.

And your mapping is very good, I just dont like to play them because they look closer to UT building style than TF2 (yes, again, the barns or however you call it :p )
I liked castle alot though, alot more than all your ported maps.