Overgrown

CP Overgrown RC8

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Trianon

L1: Registered
Feb 25, 2015
15
14
Map has outstanding visuals, good job! I found some little bugs at the blu spawn, windows have strange inversed draw order.
 

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Gorgonzilla

L3: Member
Dec 1, 2016
133
41
Could you get a custom prop/ animation for butterflies and insects to add another little interesting feature to the map? I think it could look really nice if there were little butterflies just flapping around in the shrubbery.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Changelog:
Overhauled lighting everywhere
More detailing and custom assets added (to be released later)
Large optimization pass (still more to do)
Significant clipping pass smoothing out areas and fixing bugs
Tons of minor visual issues fixed
Fixed train having a payload camera on it

Thanks to everyone who took the time to provide feedback!

Need to improve optimization further. May have went overboard with occluders and made things worse in spots. Will work on it more for future versions!

Read the rest of this update entry...
 
Dec 28, 2014
330
307
The lighting on RC2 honestly seemed a little too dark to me.

I would also suggest maybe trying to add a path for the attacking team to reach that little area above the first point (I believe that little area has some seating) so that the non blast jumping members of the attacking team can get some high ground and has an easier time attacking any sentries setup near that point. It seems to be kinda hard to take down sentries setup near the point.
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
If we're hopping on the Overgrown Detail Feedback gravy train, here's a couple minor things I noticed...

LSv5pZ5.jpg

It's weird that these doors have doorframes that apparently move with the door. Unless they're not actually meant to be doorframes, in which case I've been wrong for pretty much my entire life.

QaHdGD7.jpg

Dq8pZRU.jpg

Red stuff in BLU spawn. (The Jimi Jam poster is debatable, but it's a glaringly red poster in comparison to everything else)
 

Asd417

Sample Text
aa
Mar 20, 2016
1,451
1,031
If we're hopping on the Overgrown Detail Feedback gravy train, here's a couple minor things I noticed...

LSv5pZ5.jpg

It's weird that these doors have doorframes that apparently move with the door. Unless they're not actually meant to be doorframes, in which case I've been wrong for pretty much my entire life.

QaHdGD7.jpg

Dq8pZRU.jpg

Red stuff in BLU spawn. (The Jimi Jam poster is debatable, but it's a glaringly red poster in comparison to everything else)
Doesn't Snowycoast have exactly same door setup?

Talking about the red objects, the red coat hang in the blu spawn makes no sense.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
The lighting on RC2 honestly seemed a little too dark to me.

I would also suggest maybe trying to add a path for the attacking team to reach that little area above the first point (I believe that little area has some seating) so that the non blast jumping members of the attacking team can get some high ground and has an easier time attacking any sentries setup near that point. It seems to be kinda hard to take down sentries setup near the point.
Fully agree, I already did this for RC3 after last night's test:
Ie919Np.jpg

And yeah we're going to bump the ambient up a bit. Part of the problem it's that the map uses so many dark colors, it's hard to get any good light bounces.

As for red stuff in Blu spawn, I don't think it's an issue. I feel like people stick to one color way too much in those situations. If you are predominantly using the wrong color, sure it's going to look wrong, but a few color pops here and there isn't a bad thing.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Doesn't Snowycoast have exactly same door setup?

It did, but I fixed it when the same issue was pointed out and now I'm paranoid about the doorframes whenever I use the textures, lol.

Fully agree, I already did this for RC3 after last night's test:
Ie919Np.jpg

I think instead of making it a mini-jump routine, just add a couple more props there and clip/block bullets it into a proper ramp. Or put an actual set of stairs. Used to love adding little jump things like this to my maps, but I'm finding more and more that players really prefer ramps.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
Fully agree, I already did this for RC3 after last night's test:
Ie919Np.jpg

And yeah we're going to bump the ambient up a bit. Part of the problem it's that the map uses so many dark colors, it's hard to get any good light bounces.

As for red stuff in Blu spawn, I don't think it's an issue. I feel like people stick to one color way too much in those situations. If you are predominantly using the wrong color, sure it's going to look wrong, but a few color pops here and there isn't a bad thing.
Instead of putting a thing there for blu access, maybe do something with the umbrella area. I always liked rocket jumping off the blu umbrella to get up to that area but maybe you could add another umbrella so other classes could just jump across the gap.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Changelog:
Added crates so Blu can get to the upper balcony behind the sentry nest spot on first. This should help balance a really strong hold out better.
Overhauled env lighting completely
Tweaked lighting all over the map to reduce dark spots/ improve dynamics
Reduced occluder usage and did a further optimization pass on the map
Lightmap optimization/ beautification pass (reduced unpacked filesize by 10mb)
Reduced capture time on first very slightly
More minor bugs/ visual glitches fixed
20170711233659_1.jpg 20170711233710_1.jpg 20170711233716_1.jpg 20170711233725_1.jpg 20170711233727_1.jpg 20170711233738_1.jpg 20170711233804_1.jpg 20170711233854_1.jpg 20170711233912_1.jpg 20170711233940_1.jpg 20170711234207_1.jpg 20170711234219_1.jpg 20170711234239_1.jpg 20170711234251_1.jpg

Read the rest of this update entry...
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Holy shit, dude. This is the best collection of custom props I've seen in a map since Mann Manor.
 

Uncuepa

aa
Oct 25, 2014
793
1,159
Did a little run about, just a few minor things that could do with a look at

20170712165416_1.jpg
This staircase could do with a light above it to highlight the depth, I ran past it originally (I tend to ignore signs)

20170712170256_1.jpg

Having tiles be flat is a little odd, this could easily be a wooden bridge texture with some railings.

20170712170303_1.jpg
This pillar looks a little flat and that stretched texture on the wall behind and to the left of it is troubling

20170712170315_1.jpg

These seats have odd collisions
20170712170323_1.jpg

Along this seam you can hoverwalk, it also tends to stop all momentum

20170712170351_1.jpg

The high ground in here looks really weird given its flat nature. Could do with a little trim?

20170712170412_1.jpg
You can get stuck in this rock gap outside Blu spawn

20170712170627_1.jpg

Its probably nit-picky, but given the height, shape and colour of this flower at a glance it could be confused for a red spy. Just rotate it closer to the rocks

Those are the things that jumped out at me. It's a gorgeous map, well done!
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
I really don't like the look of that roof tile texture. Too washed out and flat looking.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Dropped in on the test this evening and here are some observations:

6DE72396EA38598CC09A7B26342355F53F14B93E


These stairs appear to be double-sized, which I'm guessing is why the bottom one is smaller than the rest.

494191AD137D3119A1E3E5C1CA911B886E5205D3


You've mistaken the doorframe for part of the door, here, as so many have before you. Also the reflection in that window looks awfully bright, possibly the result of using a cubemap that's elsewhere.

E71CA16BEBC77CD4B96E6D53650E0469DB24E0C0


These plates are awfully low-poly considering they're just simple cylinders. It's especially unnecessary given that this is the spawn room; you can afford to pig out on detail here. Same with the bar stools (not pictured), which I think might be the ones from Watergate? But if not, yeah, need more polys. On a related note, that sink seems too shallow but maybe I'm just used to the sinks in home kitchens which are meant to hold dish tubs.

D17AB783149A5E7BC6671731382D72D14B7885E6


The bottom step here is also half-sized, suggesting one of the floors is off-grid.

1517C479F078AA0B100AB13A4886CE7C48BAF898


I guess these doors are a stock prop from Kong King? Because, again you've got double doors with a frame in between them but also the handles are both on the same side.

One last general thought: Switching to the shiny floors from Mann Manor would class up those restaurant/bar rooms a fair bit. Alternatively, Timberghost made a less rough looking wood-floor texture ages ago that I reskinned in various colors; you might want to try those on for size. (Not the shiny versions, though; I didn't know what I was doing and they look a lot worse than I had expected and I'm going to re-up the pack with them removed as soon as I'm back on Windows.)
 
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Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Changelog:
Oops that box didn't have collision
Fixed the box that didn't have collision
That box sucked
Jerk-ass box*
No one likes you anyway
Bitch
Did some more optimization, like I do.
Fixed some clipping issues, like I do.
Ruined some sightlines for OP Sniper mains, like I do.
Did I mention the box? Fuck that box. (that's what she said)


*ass-box

Read the rest of this update entry...
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Changelog:
Adjusted the clipping around the managers chair in Blu spawn
Added second route coming out of Blu's forward spawn
Reduced clipping around trees to allow more freedom to jump around them
Got rid of almost all of the vphysics console spam (two left, damn you!)
Adjusted lighting in a few places
Significantly more optimization (more fades, more hints, areaportal windows added, detail sprites reduced, unnecessary props removed)
More lightmap optimization/ adjustments
More clipping
Overall general polish pass, making things consistent
Apparently put a nodraw face on something that I'll have to fix later :|

9AyrL7Q.jpg

THE FUCK IS THIS A:OSIHDJF:SKLDJ

Read the rest of this update entry...
 

jakesname

L1: Registered
Aug 27, 2016
5
3
Hey Crash, Not sure if you care about this, but I was bored on a car ride and made a few nav meshes for bots (rather, I used nav_generate and fixed the million mistakes that the command makes because it sucks at making navmeshes). If you want it, here it is: https://goo.gl/1Mt32S. I really don't mind if you don't care about it, it doesn't take that long. If you find the bots doing anything stupid with the navmesh, I'll fix it.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Changelog:
Replaced that roof material everyone has been complaining about since we reartpassed with a new one, SURPRISE
Tweaked some timings slightly
Fixed a bunch of visual bugs
Fixed a bunch of clipping issues/ exploits
Did some other stuff, I forget

20170904221709_1.jpg

Read the rest of this update entry...
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849

I might be the only person who really liked that roof texture, huh.

I even got some heat for using the texture in Province. Now the texture is gone from the only two maps to feature it. RIP