Gulf

CP Gulf A5b

Moonrat

nothing left
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Jul 30, 2014
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Gulf - Sea Side Map from me coming back!

Wow! I've been gone a while! Heh heh heh..... Heh..................

Huh, I really have been gone a while...... I had a promising map back in September, but promptly dropped it when it couldn't fit the contest. Honestly, I probably should have just attempted to complete outside of the contest. But no, I ran away. I always run from my maps. I know at some point I will have to face my maps, and attempt to finish something. Not something small like I've done recently, something real. for Team Fortress 2, and not TF2C Deathmatch, as I have been mapping for as of October.

This is Gulf, My new attempt at 2-CP A/D. Route 22 was garbage, so I dropped it. I made a map with a bad layout, and ehhed it up. But this one is different. I calmed myself down long enough to draw something in paint, and turned it into a complete map. I want to do something small, but bigger than TF2C DM. Something that can be played with the 9 classes instead of a single Mercenary. And this, I think, will be that thing.


Welcome to the cost, I hope......
 

Yrr

An Actual Deer
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Sep 20, 2015
1,308
2,743
first this map crashed the server, then it crashed everyone to desktop

theres something seriously wrong with it

54JjweC.png

a lot of people experienced this visual bug among MANY many others
 
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Moonrat

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Jul 30, 2014
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@Yrr I fixed the hell out of it. The error was caused by me compiling the map for TF2C. In 1.9 of TF2C, it wouldn't have mattered. But 2.0 updated the engine to a newer version then what TF2 uses. Those bugs were the result of that.
 

Moonrat

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Jul 30, 2014
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Welp, what do you do when you can't trust anyone.... I've made so many shitty maps, and suddenly they're being kinda fun. I seem to have reached the level of map knowledge to make an Alpha map that is already fun to play with interesting game play spaces...

I used to be able to rely on my maps being shitty, but now I can't even do that.

Welp, so here's what A2 of Gulf will bring.

- A new area at A to make the point worth holding
- A big overhaul to B, giving it height variation and a flank, also making it less turtley
- Protection for RED coming out of spawn
- Nobuilds
- More healthkits I think, as people seem to have a problem with them

Alright, sit tight boyos!
 

Moonrat

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Jul 30, 2014
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Welp, time to make an okay map a lot better!

Changelog:

Major:

- Added height variation and cover to B
- Added a new flank to B
- Added protection for RED spawn
- Gave A a new defendable position

Minor:
- Textured a lot of areas with non-dev textures
- Changed the slope at BLU spawn from 1:1 to 1:2
- Added a fence, weakening a powerful Sentry spot by BLU spawn
- Added health and ammo kits around the map
- Added Hazard Tape to show where the Capture Area begins
- Let some sun into A
- Added Nobuilds into spawn areas
- Added some grass at BLU spawn

I hope you guys enjoy this improvement!

Read the rest of this update entry...
 

Moonrat

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Jul 30, 2014
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Got a massive amount of good feedback on Gulf. People actually like the map! But it's not perfect, which didn't surprise me. So, here is the run down of the big things that were caught!

- First off, A was too easy for BLU to take, with no good positions. Even with the addition I made here, it didn't change much.
- B is so fucking easy to camp. It's also cramped and the new high ground just gives RED an even easier time to defend.
- More than just an Engineer can camp the building by BLU's spawn.
- Some things look like they can be jumped on, even though they can't.
- Sniper room gets no use from Snipers on RED, even if that is the intended purpose.
- Flank is made useless by the fact you have to crouch to get into it and through it.

Welp, time to change this all!
 

Moonrat

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Jul 30, 2014
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Welp, it's happening! I've reached A3 for the first time in a long time! So have a run down of what's changed!

Major
- Removed the small room in the building right by BLU spawn.
- Made A more defendable, changing one of the buildings to be Engineer orientated.
- Turned the Vent Flank into a small hallway that leads to a one way door dropdown.
- MASSIVE (Literally) improvements to B, making the room a ton less cramped, and making the height advantage less significant.

Minor
- Added some textures near A.
- Added cover to help RED at A.
- Moved a healthkit to make way for a new Scout Jump to the Sniper window.
- Added a small bit of detail.

- Opened B to the sky, somewhat.

Bam bibbity boop! Hopefully I can get this tested soon. I'd love to see it in-game.

Read the rest of this update entry...
 

Moonrat

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Jul 30, 2014
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Wanna know what i got form the IMP? Practically nothing........

One thing that I've wanted to do since A2 is make a new A, so A4 will have that new A point.

The only other thing I got was someone suggesting that I change BLU spawn a bit to make the 2 doors less of a death pit, though I think I'll keep them for now.
 

Moonrat

nothing left
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Jul 30, 2014
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Welp, here's another update and a changelog!

Major:
- A has seen a major redesign, making it more interesting and easier to defend

Minor:
- Removed the closed off shack by BLU spawn
- More textures slapped around the map
- Some of the detail blocks were removed
- Removed a fence at A that was placed for A3

This update wasn't as big as the last ones, but I didn't get a fuckton of testing on A3. Most people left the server when Phi did, so I couldn't get a lot of testing. This change was manly something that I've wanted to do since A1. Hopefully I can get this into a big IMP or Gameday very soon. then we'll see what really needs to change in the map.


Read the rest of this update entry...
 

Moonrat

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Jul 30, 2014
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This map is still crashing servers.
How? I haven't done anything that ever caused a client or server crash, other than the first version. (Which was compiled on a newer version of the Source Engine anyways.) Other than that everything I've done here I've done before....
 

PyroDevil

L3: Member
Sep 19, 2014
123
141
Do you ever edit the map with the tf2c hammer? I've found that if you edit a cp map with the tf2c one, the values that are used for GRN and YLW crash the game. Also, use the check for errors option in hammer. It could help.

Edit: Just tested the map. Same thing that happened with one of my maps. You may want to check the trigger_capture_area and the team_control_point and delete the unused values
 
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Moonrat

nothing left
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Jul 30, 2014
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Welp, what a pathetic end for a map that was shaping up to be fun. A server crashing thing that no one can play for more than a few minutes....

I guess this ends Gulf.
 

Moonrat

nothing left
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Jul 30, 2014
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I tried to switch VMFs for A5, but it didn't work. I don't want to lose this map, I put a lot of work in making it decent. So I'm gonna take it and remake the whole thing brush for brush, and see if that finally fixes the fucking problem. Also expect a few layout adjustments and retextures.
 

sooshey

:3c
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Jan 7, 2015
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There was only one functioning spawn point in the blue base (?), so everyone spawned there on top of each other