Sludgepit

PL Sludgepit Final4

P

Prosciutto

Sludgepit - back from the dead

A payload map that takes place in red's chemical waste facility.

Detailing/Red Propane Tank and some spytech models by ASG_Alligator
industrial signs by Urban

Re-uploaded from when this was first on the site. Maybe add it back to the featured map list idk
 

A Ninja

L1: Registered
Nov 21, 2014
28
4
Assuming this is a continuation of pl_flowerlab_b5b, I love the changes. The second point is much more balanced for blue, and the last point feels quite winnable compared to the previous version. My only big complaint is that I noticed a number of clipping issues in this version, and found myself stuck for a few seconds whenever I ran across the last point when defending.
 
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Prosciutto

some small fixes

-Fixed clipping in several areas so players cant build in areas they aren't suppose to and can't get out of bounds
-Fixed it so red players don't get stuck in their first spawn. If they are in their spawn the same time the spawns switch to the new spawns they will teleport to those spawns

Read the rest of this update entry...
 

Boonie

L2: Junior Member
Sep 22, 2015
77
54
Hi, thanks for fixing those exploits I mentioned in the steam thread!
I didn't realize a new thread was made for Sludgepit or I would have reported them here instead in the first place.

If you get around to releasing another version, there is also a displacement poking out of last point which you get stuck on (I think I posted about it in the steam thread, but I might have worded it weird). Here is a better example: https://streamable.com/plyzhn

8jZN2KC.jpg

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And this clip over the balcony is also super weird, it hangs way out. You always smash your head on it.
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The map could also use areaportals. The center section of the map's performance is pretty bad if a lot of stuff is going on. Not sure if you want to add those or not but it would help out people with lower spec machines greatly (especially in 32 player servers). You render everything from this point all the way to blues forward spawn (screenshots are with r_3dsky disabled).
0xHtScQ.jpg

oIPtFbj.jpg
 
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Prosciutto

Since Spit recently got added in the new Creators.tf event i'll probably start updating this map again quite a bit even tho it's in Final but whatever. Expect sometime next week a update
 
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Prosciutto

So i'm currently working on Final3. Fixing the bugs, exploits and fps stuff. Doing some small detail changes to make the map feel a bit more radioactive-y? Basically make it feel more like a chemical waste storage facility. And adding a new easter egg based of 2 epic vinesauce streamers
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
Nice to see that your working on the map again. Here's some feedback that may help:
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-There's no water in this pit. It's just a black floor.
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-idk if this ever came up during play testing, but you can shoot through the area under the helipad. Could be a cheeky sniper spot.
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-This is from red's final spawnroom. Having to take damage while IN spawn is a bad idea even if there is a resupply cabinet nearby.
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-the displacement work on this ceiling by the start of the map could really use some work as it's very square. Also where is this dripping water coming from? It's just...there.
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-misaligned texture
20200727202347_1.jpg
-weird grass on the wall
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-this lil cranny can't be accessed and yet it looks like it could be. Throw some props in there to fill it up and that should do the trick. Also misaligned grass
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-the back of resupply lockers isn't really meant to be shown and, as such, doesn't seem fully and properly textured. It just looks bad when ya see it, at least to me.
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-dunno what this dark line is but there's some more floating grass on the wall
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-weird purple reflections in blu's first spawn on this water cooler.
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-grass going through the wall panels
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-clip the wall smooth. Also the door wouldn't open sunk into the ground like that.
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-misaligned texture on the angle of the skylight edge
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-misaligned textures on the stairs. Also really chunky steps in general. Most stairs are 8hu tall by 12 hu deep to look natural
20200727202248_1.jpg
-idk what's up with the water in this cave by blu's first spawn but it distorts it's reflections like crazy. I can't recall seeing water like this in TF2 before so it may be more of a half life 2 thing. Either way the way it cuts it's reflections just looks wrong
20200727203627_1.jpg
-clip the metal sheets smooth
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-misaligned texture
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-clip the metal sheets smooth
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-while hl2 textures being used in TF2 is fine, it's best if they aren't obvious. They would work for this machine if it wasn't right up in the players face imo.
20200727202605_1.jpg
-thick misaligned beams

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-Floating stairs that also need to be clipped smooth
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-This wall texture is fine but the light grey part looks like it should stick out some from the wall instead of just being flat
20200727202520_1.jpg
-these doors would not open
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-looks like the face of these computer cabinet props are missing. if they aren't idk why they are all black. It doesn't look good and that green glass really doesn't help
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-be sure to remove collision of small props like these so players don't bump into them, even if they are in a spawn room.
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-weird gap behind the barrels here.
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-looks like I could crawl under these stairs but I can't. Maybe throw some junk under it to make it look more interesting. Also not a huge fan of the red wood texture used on them but that's just me
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-grass clips through the metal sheets
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-grass clips through concrete
20200727202754_1.jpg
-what is the point of this lil loft area? It may be just for detail purposes but it doesn't make sense in general. There's no door to it, hardly any room to store anything, no ladder leading to it or anything. Either just make it a flat wall or a full out of bounds room.
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-I feel like this area uses an outdoor soundscape with how it handles bullet echos but I can't be sure. Perhaps check that.
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-I can get stuck between the tire and awning
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-dem thick beams
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-misaligned texture on this ramp. Looks odd to have it go across instead of down the slope
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-there's nothing holding up this billboard arrow sign
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-texture between the ramp and low ground don't mesh, also the ramp could use some work to look more natural.
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-this texture doesn't look great scaled up like this and used in an area where it repeats a lot.
20200727203513_1.jpg
-Really, really low ceiling here at C. I can't imagine this is fun to play in.
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-remove collision
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-door wouldn't open
20200727202409_1.jpg
-dirt to wood looks better than grass to wood. Also maybe try making a dirt to wood blend texture to use for the effect
20200727203241_1.jpg
-this wide and squat building the arrow billboard sign is in just looks weird. Why would someone build a shed like this just for a sign when some posts would do just as well, even if it does spin around.
20200727203801_1.jpg
-chunky stairs with weird front texture. Also be sure to vary the x and y positions of stair front textures to help each step look more unique and less uniform.
20200727203757_1.jpg
-more chunky stairs
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-grass clips through concrete again.

That's all for now. Hope at least some of this helps :D
 

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P

Prosciutto

Decided to make a final3 for the map. Here are the changes

Gameplay changes:

-Fixed the clipping/displacements at the last point so players won't get stuck anymore.
-More clipping fixes all over the map.
-Much more very small changes that won't be said here.

Detail changes:

-Changed some detailing at last. Mostly to make it look more like a chemical waste facility and spytech-y.
-Added toxic waste spills because the janitor sucks at doing their job.
-Did some changes to the 3d skybox by adding some mountainous structures and changing the small factory building into a full nuclear powerplant.

Extra bonus change:

-Changed the description of the map because it had grammar issues among other things.

Will update the map on Creators.tf later this week hopefully.

Read the rest of this update entry...
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
Overall a good update, still some issues though:

20200730113829_1.jpg
-either the lighting or the textures are still messed up here
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-still a lot of lil stick out props that have collision. You generally want to remove it on stuff like this so people don't randomly bump or hit them and stop while just moving around
20200730114512_1.jpg
-something's just weird about this displacement between the low ground and helipad supports. It does not look good nor transition well from one to the other.
20200730113935_1.jpg
-Why is there a saw here now? Nothing around it gives the impression of logging nor a lumber mill outside of 1 sign. Either show it has more of a reason to exist by putting wood piles and logs around it or just remove it.
20200730114609_1.jpg
-pont made a version of the hydro pipes that use vertex lighting so that they will light correctly opposed to just having one light setting for the whole prop. Would help here with some of the lighting inconsistancy.
20200730113732_1.jpg
-unclipped stairs
20200730114314_1.jpg 20200730114316_1.jpg20200730114311_1.jpg
-aggressive z fighting on the window props here. Looks like your using 2 props next to each other. If I remember correctly, there was a single prop like this released with mercpark. Check the island props in the model browser and see if it would fit better.
20200730114832_1.jpg
-still not a fan of taking fall damage in spawn.
20200730114247_1.jpg
-dunno what's up with the texture change here. It starts light at the bottom of the ramp, goes dark on the ramp, then cuts to light at the top. The bottom transitions well but the top does not.
20200730113812_1.jpg
-ground texture doesn't match up on this hill
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-clip this concrete beam on the ground smooth.
20200730113843_1.jpg
-Could look better if you put the dirt overlay on both the wood and dirt ground to cover the full cut between one and the other
20200730114109_1.jpg
-ground still doesn't line up right here
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-odd black wall
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-still no clipping on these stairs
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-how did that stuff get in there? There's no door or any kind of access to put stuff in or get it back out.

That's all for now.
 

Boonie

L2: Junior Member
Sep 22, 2015
77
54
Looks like you deleted all the areaportals that were currently in the map (unless you forgot to enable them on compile)?

The saw you added on first point is overly loud, doesn't fit the map either?

Displacement is still poking out at last (and you can still get stuck on it).
nS3VY6O.jpg


Back wall texture miss-aligned.
SfDC8mp.jpg
 
P

Prosciutto

Well if y'all want the saw so badly gone (even tho it does fit in the map imo) then i guess its gone
 

LaughableNineSeal44

L1: Registered
May 17, 2020
49
34
Welcome back Sludgepit you're are do you.

-Bomb Cart: Tiny Boy, cart you're anyone all.
pl_sludgepit_bomb_cart.jpg

-A: The Digging Site, open doors pal.
pl_sludgepit_cap_a.jpg

-B: The Barn, the spawn with a house.
pl_sludgepit_cap_b.jpg

-C: The Chemical Waste Facility, the facility do you.
pl_sludgepit_cap_c.jpg

-D: The Sludgepit, destroy the pit pal.
pl_sludgepit_cap_d.jpg
 
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Prosciutto

I dont have much time anymore to work on many things but still wanted to push out a little update

-Changed some pickups and added 2 new ones.
-Made the main choke to last wider to make it easier to push in to.
-Changed the rock models to the ones in enclosure. (Mainly because the rock001 model kept dissapearing for some reason)

Read the rest of this update entry...
 

mr. piggy business

L2: Junior Member
Apr 5, 2020
53
2
i was playing your map and the door of blue did weird, i dont know what is causing it but just wanted to let you know.
 

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