cp_badlands_pro

CP cp_badlands_pro B1

biskuu

L2: Junior Member
Oct 25, 2014
97
22
cp_badlands_pro - badlands pro version

I'm not sure if I'll keep the Alpine theme of the map yet, but it looks pretty nice and clean.
It also boosts framerate as some lights, detail props, rocks and grass has been removed.
Also not sure about the changes to last point's cap time but we'll see.
Badlands has a lot of stupid stuff that should've been fixed ages ago and compared to the level of polish that other maps like Process and Gullywash have it is trash.

- Changes -

• Fixed Spire collision mesh
• Fixed rails on Mid to splash properly
• Fixed all stairs to splash properly
• Fixed sticky bomb exploits
• Fixed railings in Lobby and last to have disabled collision for bullets and projectiles
• Fixed an invisible edge on Shithouse that messed the Valley to enemy Balcony wall jump
• Fixed the stairs on Choke to surf normally
• Fixed hiding spots on Last and Second point
• Vents
• Edge and Lamp on top of Last
• Lower Left Lamps
• Small Edge next to Balcony
• Powerbox on Second point
• Buffalo Skull thats only on RED House
• Grain elevator on BLU Valley​
• Fixed Last capture trigger to not extend beyond the capture zone
• Changed Last capture time from 1 second to 1.2 seconds

Animated air intakes were created by Apom.

I take no credit for this map, other than doing some clippining, adding/removing a few props, brushes, textures and entities

SCREENSHOTS
 

D0om

L2: Junior Member
Feb 26, 2016
97
104
People are so used to stock badlands look, I highly doubt you can get it anywhere, it has huuge history in competitive community. I think using the original enviroment of badlands would made your chances wayyy bigger. Good luck though. Just a small tip: while boosting the framerate, fixing the clipping bugs and stuff like that is generally good, avoid messing with balance and layout of the map too much in case you plan to change things around. Cap time is questionable change. While on topic, here is an intresting article on tftv http://www.teamfortress.tv/31716/cp-badlands-tf2s-de-dust2. If you need more input & attention you should probably post on tftv.
 
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biskuu

L2: Junior Member
Oct 25, 2014
97
22
Thanks, I've seen an article by ond_kaja but his version was pretty crappy. The crates on mid looked awful, he didn't really make a lot of clipping and mirroring improvements and that pro version of Badlands was done on the 3 years old Badlands that had the holes on mid and stuff.
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
Yo when you compile a map like this (unless it's an early alpha) you really should use actual parameters on vrad.

I suggest -StaticPropPolys -StaticPropLighting and -TextureShadows . read more here.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
Alpine theme wasn't nescisary honestly. There is no problem with the Badlands theme other than maybe Red side blending in just a tad. Nothing to do this over.
Cap time change is a little weird, feels like complaints that lower div players have about not being able to clear the point, and not stuff that actual 'pro' players have trouble dealing with.
Other than that, pretty objective improvements. Great work.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Theme change is completely unnecessary, and it kind of defeats the point of the name "Badlands," don't you think?
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
I for one quite like the retheme, regardless of how necessary it was. (Though I have yet to see it ingame)

EDIT: Only just noticed there was an imgur gallery of screenshots. I'm... less than fond of the retheme now. A lot of your displacement and alpha work is really wonky and there's a lot of misaligned textures with inconsistent sizes. Good start though.
 
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G.bo

L4: Comfortable Member
Sep 24, 2017
175
193
Man, at one point, Badlands Pro had both grass AND a forward hold.

(RIP Forward Hold: 2007-2017) (;'), n (;')