Overgrown

CP Overgrown RC8

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

Diva Dan

hello!
aa
Mar 20, 2016
1,024
1,951
Yeah, the way pear changed last and second is very unique, it reminds me of a 3D platformer like Mario 64 with the way the geometry wraps around itself and how there are lots of changes in height
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
20170421174643_1.jpg

The outdoor areas look very blue, considerably darker than the sky. I haven't walked the map, but it seems from the screens like it's pretty strong.

Maybe tweak the ambient to a lighter shade of blue, or add some generic neutral lights (on poles, whatever)?

In the screen I quoted, there's also lots of places where you could put outdoor lights. Make them temporary lights, as if the teams moved in construction lights if you want to maintain the abadoned aesthetic... though I think just some basic ambient tweaking would be plenty to fix the blue-ness.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
-Changed second further, reducing sight-lines significantly by adding more cover/ structures and reducing play area a bit
-Added more health and ammo around the map
-Fixed a few clipping issues
-Didn't fix the missing face under second point again WHOOPS

Read the rest of this update entry...
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
-Added more cover/ structures on first
-Reduced heights on last
-Removed a few minor routes as experiments
-Adjusted the flow of gameplay in a few places
-Adjusted health/ ammo
-Added some signage
-Fixed some bugs, probably missed some others
-I dunno
-butts

Read the rest of this update entry...
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
-Bunch of tweaks and changes to first and second areas, it was a bunch
-I forget
-Finally fixed that one areaportal issue... I think
-Seriously, a bunch of stuff all over, I dunno
-Best changelog

Read the rest of this update entry...
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
-More changes to the left side leading to first capture point, providing more cover/ height advantage for attackers pushing on this side
-New open door added to lower basement area coming from last to first. Door closes permanently when first is captured. This should make that lower area not as much of a dead end for defenders making their initial pushes out.
-Building on the right side of first (for defenders) changed a bit to match new attacker route
-Some cover scattered around last
-Few route adjustments all over for flow reasons
-More micro-gameplay elements added all around the map
-A few sightlines broken up
-Fixed some clipping issues (more to do, though)

Read the rest of this update entry...
 
Dec 28, 2014
330
307
You've really been knocking out updates to Overgrown the past few weeks. Hoping to get it finished soon in case Valve decides to chose it for the Jungle/Pyro update?

I did get to play it briefly on your server last week and I enjoyed it.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Changelog:
Changed everything
Full detailed the map using a custom theme using Pear's custom assets
Refined gameplay further
Polished everything
Ivy from Dr Spud
Tree leaves modified with permission from E-arkham's Antiquity model pack
Ground material and overgrown blends from Void and Fuzzy
Custom soundscape from Void

20170628181045_1.jpg 20170628181102_1.jpg 20170628181126_1.jpg 20170628181157_1.jpg 20170628181250_1.jpg 20170628181305_1.jpg 20170628181339_1.jpg 20170628181458_1.jpg 20170628181512_1.jpg 20170628181544_1.jpg 20170628181615_1.jpg 20170628181704_1.jpg 20170628181708_1.jpg 20170628181721_1.jpg 20170628181736_1.jpg 20170628181811_1.jpg 20170628181843_1.jpg 20170628181902_1.jpg 20170628181938_1.jpg 20170628182011_1.jpg 20170628182055_1.jpg 20170628182208_1.jpg

Read the rest of this update entry...
 
Last edited:

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
20170628221258_1.jpg
weird shadows, try smoothing groups
20170628221319_1.jpg
this back area is kinda bland for a secret base area
20170628221401_1.jpg
all of the arches in this map need more angles and look pretty bad as they are. Maybe use displacements?
20170628221448_1.jpg
There's a sandwich board prop in the construction pack if that's what these brushes are supposed to be. Maybe use that instead?
20170628221605_1.jpg
This roof texture is super ugly in my opinion. It doesn't fit TF2 at all.
20170628221727_1.jpg
the lights turn blu when blu caps B but sometimes they stay blu when a new round starts.
20170628222036_1.jpg
It's weird that this train door is in the play area and can't be shot through. Easy fix by making the door brushes have gaps where the prop has gaps.
20170628222540_1.jpg
Really don't like the texture for these drawers. Looks too shiny and not enough like TF2
20170628224756_1.jpg
Put a beam on the ramp by these stairs. It doesn't look right to just have the chair rail end like that.
20170628224958_1.jpg
This is blu's forward spawn. The respawnroomvisualizer should be disabled and the door should have the stop hand skin on before it's activated so red doesn't think it's an active spawn area.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Now see, last time I saw this is was kinda blue and honestly kinda meh... and now it just looks goddamn amazing. Wonderful turnaround, just from the screenshots.

Stunning work!
 

Malachite Man

L6: Sharp Member
Oct 16, 2015
345
198
I have some feedback on for the map about detailing.
cp_overgrown_rc1a0000.jpg
I think maybe you should upscale the water texture a little more.
cp_overgrown_rc1a0001.jpg
This looks very odd.
cp_overgrown_rc1a0002.jpg
There's a misplaced clip here that is quite annoying.
cp_overgrown_rc1a0003.jpg
This bakery is really empty i think you should add more things to it.
cp_overgrown_rc1a0004.jpg
These stands have nothing in them which beats the purpose of having it there.
cp_overgrown_rc1a0005.jpg
This boat is laying on nothing.
cp_overgrown_rc1a0006.jpg
This area is empty which is understandable but still another table would be nice.
cp_overgrown_rc1a0007.jpg
The map cuts off.
cp_overgrown_rc1a0008.jpg
You maybe want to shove some of these trees into the ground a little more so they don't look like there floating.
cp_overgrown_rc1a0009.jpg
While i get these buildings are background only a tiny bit more detail would make them feel a tad bit more lively.
cp_overgrown_rc1a0010.jpg
I know people debate on this being a metal texture or a roof texture i think it looks way better as a roof texture.
cp_overgrown_rc1a0011.jpg
This is self explanatory.
I really like this map and this new theme is great in my opinion the map could have more detailing but besides that the map is pretty cool detail wise.
 

Mess About

L7: Fancy Member
Jan 16, 2017
404
178
also the tree that grown through the floor and the roof, i don't think the brick can perfectly wrap around it like that
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
I have some feedback on for the map about detailing.
cp_overgrown_rc1a0000.jpg
I think maybe you should upscale the water texture a little more.
cp_overgrown_rc1a0001.jpg
This looks very odd.
cp_overgrown_rc1a0002.jpg
There's a misplaced clip here that is quite annoying.
cp_overgrown_rc1a0003.jpg
This bakery is really empty i think you should add more things to it.
cp_overgrown_rc1a0004.jpg
These stands have nothing in them which beats the purpose of having it there.
cp_overgrown_rc1a0005.jpg
This boat is laying on nothing.
cp_overgrown_rc1a0006.jpg
This area is empty which is understandable but still another table would be nice.
cp_overgrown_rc1a0007.jpg
The map cuts off.
cp_overgrown_rc1a0008.jpg
You maybe want to shove some of these trees into the ground a little more so they don't look like there floating.
cp_overgrown_rc1a0009.jpg
While i get these buildings are background only a tiny bit more detail would make them feel a tad bit more lively.
cp_overgrown_rc1a0010.jpg
I know people debate on this being a metal texture or a roof texture i think it looks way better as a roof texture.
cp_overgrown_rc1a0011.jpg
This is self explanatory.
I really like this map and this new theme is great in my opinion the map could have more detailing but besides that the map is pretty cool detail wise.

Good stuff in here, we'll definitely utilize a bunch of it, but keep in mind a lot of these places aren't that visible to players on the ground, so it doesn't make sense to worry about them too much. End up just wasting polys on stuff that can only really be seen by noclipping around.

The layout is very open, so we have to be very choosy about what detailing we do. Have to be as efficient as we can. That's why a lot of the "overgrown" detailing is done by textures and material blends.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
That's quite the change holy crap.

It's pretty.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Hey Crash, we were playing on your server and MotorMouth found some visible Nodraw on top of a wall:
20170629114419_1.jpg
Right here, on top of this wall, there appears to be visible nodraw.

20170629114433_1.jpg
The wall with the nodraw.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Protip: Arches don't need to be func_detailed as long as the areaportal brush matches the contours of the arch. It's only outer curves that cause optimization headaches. The actual arch looks janky to me anyway. Not enough polys, middle two angles are noticeably steeper than the rest.