Cp_Silo

CP Cp_Silo A10c

JustYourEventualRuler

L1: Registered
Jan 20, 2018
23
2
Cp_Silo - A competitive oriented map designed for 6's and Prolander

This has been a map designed specifically for competitive TF2. Feedback on issues and map improvements would be greatly appreciated. I am willing to collaborate with anyone with experience on this type of map making, and will try to cooperate with anyone if time allows it.
 

JustYourEventualRuler

L1: Registered
Jan 20, 2018
23
2
"Major" Update:
  • Overhauled the displacements on second and last:
    • Second's displacements are now are hugely exaggerated
      • (Coming from Mid) Displacements to the right are more efficient at what they do.
        • They are larger, meaning you can now walk up the little shed
        • There is now higher ground to the far right ramp directly connecting to point, this removes the old hump that allowed the jump up to the flank route, hopefully making more interesting gameplay
        • Displacements still allow for proper rollouts from the route to lobby that is under the point
      • Displacements on the right allow major changes to Lobby
        • Displacements are greatly lowered, which allows new rollouts that incorporate this "ramp"
        • Ramps up to second point from the (Coming from Mid) left side were modified to allow the new displacements to work, while still retaining it's use.
    • This makes last *about* 64 by 42 HU Longer and taller respectively
  • Overhauled Lobby:
    • The whole structure of second and lobby has been raised to allow the D I S P L A C E M E N T O V E R H A U L
      • More interesting height advantage has been added to lobby
      • Added "Hay" and a new prop to lobby (WARNING: Chicken Wire and Fence textures don't show, thought they do exist, and have been properly clipped anyways... it's just gonna be weird)
      • Right (Lobby) has been modified to have a smaller door, but be more interesting to fight on... it's like a pseudo-process ramp
  • Misc. Changes:
    • Lighting shouldn't be cripplingly bright at higher settings anymore
      • Lighting has been lowered, Texture Reflectivity 50% -> 30%
    • I uploaded the right version this time... Sorry for the 21 people who downloaded the wrong version... S o r r y...
    • Shutter-esk doors have been added to Mid
(Testing will now be done)
(Screenshots should be up, if not, they will soon)


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Cincomma

bonk sploosh
aa
Aug 2, 2017
430
404
Would you consider adding a thumbnail and some screenshots? Not only does it make the viewer's life easier, it makes a better presentation too!
 

JustYourEventualRuler

L1: Registered
Jan 20, 2018
23
2
Would you consider adding a thumbnail and some screenshots? Not only does it make the viewer's life easier, it makes a better presentation too!
I plan to add some, but my computer cannot handle H I G H Q U A L I T Y tf2, so i plan to get my friend to get some good ones... thanks for the heads up tho, at least someone is looking at my stuff...
 

JustYourEventualRuler

L1: Registered
Jan 20, 2018
23
2
(Sorry if this is a bad update message... I'm kinda tired right now...)

Keeping this simple this time:
  • Lighting isn't the Grape Zone anymore
  • Last was Completely redone
  • Lobby was overhauled, and "secret" was added
  • Health and stuff has been moved
  • New Texture Method to simplify the texture, allowing more logical placement, and improving the look of last
  • Due to popular demand, custom skybox, and overlays have been added
  • QoL update soon, when gameplay and gamefeel has proven decent enough

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JustYourEventualRuler

L1: Registered
Jan 20, 2018
23
2
*Screenshots coming soon*

So, Basically, I've worked quite a few months on this overhaul... yes, another overhaul... ANYWAYS, the map has been moved to be on a higher grid level, and has had a lot of it's old problems ironed out, while having another, entirely new last... for the 4th time... this did go through 6 different versions... Well, you're probably not here for the backstory, so, here are the relevant changes:

MAJOR CHANGES:
> Optimization: The dang map is optimized, now... I hope you're happy... This does mean that i simplified the detailing on the map, so pay f for respects for the barn...

> Lighting: I toned down the lighting and ORANGIFIED the dang PINK lighting because the lights are PINK not friggen PURPLE > : (

>Last: Completely redone... End of Story

>*Brushwork Cleanliness has been improved* Forging Lvl. 100

>Support: I have 2 people who actively look at my maps:

And yes, the Comanglia that made the configs... Big thanks to these two, they've helped me develop the map, and kept my sanity in check.​

>Servers: Thanks to EK | Ben Moon, and East Korea in general, I have a server running cp_silo full time now. Big thanks to those who've contributed to East Korea.

IP: connect 204.27.57.251:27044
Discord: https://discord.gg/Fvq2H9
* This server has custom balance changes; most are fairly benign to normal gameplay, but if you have a problem with them, either talk to EK | Ben Moon about them, or stop playing the server.
* By the time this Post is up, the server may be stuck on cp_silo_a10, which has a some minor bugs to it, mainly a merged areaportal, that may detract from the experience. The map should be updated within 24 Hours.​


minor stuf:

Thanks to ALL that's helped me...

Areas DO have some planned callouts... hopefully i can make a chart or something to show them.

Rollouts exist for ALL Spawns.

Thanks to k_navish for Screenshots *that may or may not be up yet*

Hopefully, the map is in good enough of a state to do actual competitive testing.



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JustYourEventualRuler

L1: Registered
Jan 20, 2018
23
2
HotFixes:
> Fixed Missing Patches
> Fixed Spawnroom Shenanigans
> Fixed Ghost Shadows

See Previous Update for major changes

Thumbnails:
440_screenshots_20190616160905_1.jpg
440_screenshots_20190616160905_1.jpg 440_screenshots_20190616160754_1.jpg 440_screenshots_20190616161655_1.jpg download.jpg

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JustYourEventualRuler

L1: Registered
Jan 20, 2018
23
2
Pretty much just 2 changes:
> Fixed Consistency issue with doors opening/not opening on forward spawns

> Changed Cap times to Following:
Mid: 17 sec --> 18 sec
Second: 15 sec --> 12 sec
Last: 5 sec --> 6 sec

These changes make capping mid much less close to capping second, and allows last to not be capped as quickly as it previously did.​

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