cp_greenvalley

tarmo-

L3: Member
Dec 10, 2008
108
28
DIRECT DOWNLOAD (.7z): http://www.nocrits.com/maps/cp_greenvalley_b1b.7z (map released 9.3.2009)

FPSBanana: http://www.fpsbanana.com/maps/84268

ETF2L.org: http://etf2l.org/forum/mapcomp/topic-1955/


ETF2L (European Team Fortress 2 League) Mapping Contest Entry, cp_greenvalley, made by Tarmo Malmi.

Medium sized 5cp map, inspired by granary and badlands, on alpine theme (somewhat :p). Tried to made this map for competetive (6on6) gaming.

b1b

- Modified displacements so the stairs are accessable without jumping at the 1st cp
- Modified some rocks at the middle cp cause they were on different level.

b1a

- Added some healthkits/ammopacks
- Modified 1st cp capture zone
- Modified 3rd cp.

b1

- Added 3dskybox
- Fixed few “wrong” textures
- Fixed few healthcabinets
- Modified props etc.
- Modified 1st, 2nd and 3rd cp.

a5

- reworked some parts of “1st to 2nd building” cp.
- spawns ARE working now. (still had one incorrect value which made 2nd spawn of blue not working)

a4

- reworked some parts of 3rd cp,
- reworked most parts of 2nd cp
- reworked whole 1st cp.
- spawns SHOULD work now.

a3

changelist

- reworked some parts of the 1st-2nd cp area
- added health- and ammopacks to other side aswell
- made some the buildings higher so its easier to navigate that some roofs are unaccesable
- some small fixes and changes

a2

- clipped the roofs
- made 2nd cp area more tight and added buildings
- etc some small fixes.

a1

map "release"


pictures:

overview (old one):
cp_greenvalley_aa60000.jpg


1st cp:
cp_greenvalley_aa60011.jpg

cp_greenvalley_aa60012.jpg


2nd cp:
cp_greenvalley_aa60001.jpg

cp_greenvalley_aa60004.jpg

cp_greenvalley_aa60005.jpg

cp_greenvalley_aa60006.jpg

cp_greenvalley_aa60008.jpg

cp_greenvalley_aa60009.jpg


3rd cp:
cp_greenvalley_aa60010.jpg


few of the pictures are older than few days so it might not be like in the pictures.

compiletimes:

vbsp: 7seconds
vvis: 7 seconds
vrad: 2minutes 40seconds

DIRECT DOWNLOAD (.7z): http://www.nocrits.com/maps/cp_greenvalley_b1b.7z (map released 9.3.2009)

FPSBanana: http://www.fpsbanana.com/maps/84268

ETF2L.org: http://etf2l.org/forum/mapcomp/topic-1955/
 
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flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Is the contest bout making remake of badlands and granary, cause i'm pretty sure i've test a cp_follower, that was the same mix :).
 

Ian_Suffix

L1: Registered
Jan 3, 2009
27
3
My first impression: Nice displacement and prop reusage. This map reminds me of a cross between Badlands and Gravelpit, combining the good elements of both.

Seems like it could stand a fair job as it is at the moment. However, some areas such as the spawns seems uncharacteristically barren, dark, or devoid of props, and the brush work is very orthogonal and jutting. Ah, and point_spotlights are always a good thing to have.

Finally, there are a few lights that are floating off the ceiling. Perhaps you used the wrong model?

 

tarmo-

L3: Member
Dec 10, 2008
108
28
My first impression: Nice displacement and prop reusage. This map reminds me of a cross between Badlands and Gravelpit, combining the good elements of both.

Seems like it could stand a fair job as it is at the moment. However, some areas such as the spawns seems uncharacteristically barren, dark, or devoid of props, and the brush work is very orthogonal and jutting. Ah, and point_spotlights are always a good thing to have.

Finally, there are a few lights that are floating off the ceiling. Perhaps you used the wrong model?


thanks for the input, i modified that area where you took that picture with floating models and forgot to relocate the models. and yea, i havent detailed spawns or more not-so-often-visited places, im going to add more detail to b2. this is basically for gameplaytesting.
 

tarmo-

L3: Member
Dec 10, 2008
108
28
Posted at etf2l.org forums

-The middle is completely wide open, and LONG. A good sniper will dominate.
A: Known, going to get fixed already :
newmiddle.jpg
newmiddle2.jpg
newmiddle3.jpg


-The blue barrels on the point were annoying, I kept bumping into them and I felt like I should have been able to squeeze between them and the big crates, but I wasn’t.

A: Known, fixed.

<blockquote>-I would suggest NOT adding any props to mid. Rather, break it up more with world geometry and give the medics more places to stand where they are semi-safe.</blockquote>

A: pics above gd?

-The skybox at mid is too short. If you get up on top of one of the crates (a feature I like a lot), you’re almost already at the ceiling.

A: There is 400 hammer units from top of crate to skybox. its just the buildings which are going to get better shape in future :)

-The huge height advantage for attackers coming into point 4 makes that point incredibly hard to defend.

A: Any ideas for this? I could raise the point quite high, so you can defend from point, like arnold has done in his map, but still somewhat different style? Yes or no, up to community, reply ;)! some idea:
new2nd.jpg
new2nd2.jpg


-The last point caps too fast, although I think this has already been discussed.

A: Last cp has now same capture time as the granary 1st cp. (atleast should have)

-There were too many props/walls/whatever to get stuck on in the building between points 1 and 2. Make sure you playerclip the heck out of that place, and maybe consider widening some hallways.

A: Next in line to get fixed.

-In general I thought the area between points 1 and 2 was too enclosed and cramped, especially in comparison to the rest of the map.

A: Im not going to remove props from area 1-2. rest of the map is going to get more stuff at some point.

-The forward spawn between mid and point 2 was a lame way to help defend, with the resupply cabinet being right inside the door. I suggest moving the cabinet back to the far wall of the spawn room.

A: resupply cabinet at the back of the spawn room (spawnroom is bigger now)

I know it might seem like I didn’t like your map, but that’s not really true. I enjoyed the pug and think that your map has a TON of potential, it just isn’t fully realized yet.

A: thanks :) just need time to work on this :p


Anything else? Are you having any fps problems etc?


Edit:

how the changes look ingame:

cp_greenvalley_aa60013.jpg

cp_greenvalley_aa60014.jpg

cp_greenvalley_aa60015.jpg

cp_greenvalley_aa60016.jpg

cp_greenvalley_aa60017.jpg

cp_greenvalley_aa60018.jpg


and about tweaked capturetimes:

b1b:

scout (2x): 3rd cp: 16 seconds ++ 2nd cp: 8 seconds ++ 1st cp: 1.5 seconds
demoman (1x): 3rd cp: 24 seconds ++ 2nd cp: 12 seconds ++ 1st cp: 2 seconds

next version (not decided yet):

scout (2x): 3rd cp: 16 seconds ++ 2nd cp: 10 seconds ++ 1st cp: 3 seconds
demoman (1x): 3rd cp: 24 seconds ++ 2nd cp: 15 seconds ++ 1st cp: 4 seconds

what do you think?
 
Last edited:

tarmo-

L3: Member
Dec 10, 2008
108
28
Update 12.3.2009

cp_greenvalley_b2

Changes in b1b to b2

- Reworked some parts of 2nd cp
- Reworked 1st spawn area
- Added small hut to middlearea
- Modified the tunnel at the middlearea
- Modified 2nd spawn area, made it bigger and moved healthcabinet all the way back
- Clipped some models
- Readjusted capturetimes and spawnbonustime
- And some other things i dont remember

DOWNLOAD:

http://www.nocrits.com/maps/cp_greenvalley_b2.7z (map released 12.3.2009)
 

kankle_king

L4: Comfortable Member
Jan 31, 2009
161
86
Changes look cool, although personally I loved how the 2/4 points were. (but the changes make sense gameplay wise) There were some complaints about the last stage, hoping for stairs on the sides of the point to make it easier to walk up, as opposed to having to eat the spam at the very front of the point. Overall, looks nice will give it another go in the next couple days. (would test tonight but we just played b1 again last night :p)
 

kankle_king

L4: Comfortable Member
Jan 31, 2009
161
86
The middle point is much too cluttered now imo. Its feels like a big wall has been put up, there is no LOS and its just too many props. If you're gonna keep the house, remove the barrels, or vise versa. The 2/4 change is also too much, it feels too packed and cluttered. I still like this map, but I don't like the new changes.