VipersDen

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
A single stage payload map where using the height advantage and various routes is essential to victory.

The Viper gang (Blu) is hell bent on blowing up the Red Town jail to free their imprisoned gang members (No they have not thought this plan through very carefully). Set in a canyon and old mining town located where the desert meets the forest.

A studio func_adelic production.

Matt "Termaximus": Lead Mapper, Project Manager
Josh "Jive Turkey": Mapper, Detailer, Animator, Modeler

Screen Shot Galleries
Start to Beta 2: See changes from start.
Beta 2 Forward: Current Gallery

Videos
[ame="http://www.youtube.com/watch?v=JPAPbBsOsZQ"]Fly Through - As of 3.05.2009[/ame]

Visit the func_adelic YouTube Channel for more videos, including the custom Viper Cart and custom Explosion.

Iterations
Alpha 1 -> Beta 1 -> Alpha 2 -> Alpha 3 -> Alpha 4 -> Alpha 5 -> Beta 2 -> Beta 3 (in development)

Change Log
Beta 1 to Beta 2 Major Changes
-Added game_round_win so Red can win now
-Added forward spawn for Blue
-Added 3rd CP
-Added many new routes
-Added custom Viper Cart and final explosion
-Fixed hole on top of rock arch
-Fixed all known sticky areas but there may be more, let us know
-Nerfed Snipers field of view considerably throughout map
-Reduced scale of outer cliff walls
-Added many more player clips
-Multiple new routes

Play Now
Password: pfunc



We Love Feedback!
Whether you wanna leave a quickie comment (e.g. "Wow, I want to have this map's babies!" "Custom map FAIL.") or if you've played and can leave extended feedback, please do. This helps us find problems and keeps us going.

Want to see project from start? Archived WIP
 
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Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
Looks great man. Although that long path at the start doesn't seem very promising. Sniper heaven maybe? Otherwise the map looks good, good use of water aswell.

And by the way, I have full knowledge of source demo smoother, and adobe premiere, I can try to put up a nice smooth flythrough with background music of your map. Reply if you like it.
And I'll try to fit it in in my busy schedule :)
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
Looks very nice at the moment
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
The way the rockwalls are set up makes them look droopy. Like Molasses almost.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
@Fearlezz - That would be nice. I'm sending you a PM.
@Owlruler - Thanks! B3 promises to be even better. :)
@Void - They do look a little droopy don't they. Perhaps we can clean this up a bit.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
We have b2 on the server but it hasn't been played during our play test yet since I added a ton of maps recently. Here are the stats for b1:

That's a pretty nice system you have there. Do users rate the maps in-game?

Thanks for the info though. Looking forward to how well b2 is received.
 

taraph75

L1: Registered
Apr 23, 2009
48
10
I'm not sure which version we tried on the tf2newbs.com payload rotation server...but I know that red could never win...I think there is a newer version that we'd like to try out again. We will be playtesting on 4/28 7pm pacific time and if you want to come on, I can run this map so you can hear the feedback. 69.12.37.14:27015
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
I'm not sure which version we tried on the tf2newbs.com payload rotation server...but I know that red could never win...I think there is a newer version that we'd like to try out again. We will be playtesting on 4/28 7pm pacific time and if you want to come on, I can run this map so you can hear the feedback. 69.12.37.14:27015

Taraph - Yes in b1 red could not win. In this version (b2) this issue has been fixed. I will plan on coming by for the play test on 4/28. Thanks!

Everyone - Since I'm here, I'll let you guys know that this project is not dead. I have been extremely busy with work and graduate school. Jive Turkey took over the project after b2 and has made a lot of progress, but he has gotten pulled away onto something else for the time being. No matter what I will make sure we get the new and improved version b3 out sometime in May.
 

taraph75

L1: Registered
Apr 23, 2009
48
10
We were able to playtest this last night with a full server. It really was a fun map. I think it has some good potential to join the rotation.

Blu won the first round, but then the second red team discovered the high up section above the canyon, and blu felt like they couldn't win at that point. I think blu felt like they needed another way to combat that defense. Details are good (snakes D:), and alternate routes are good, which doesnt' require forward spawns. Everyone also said the red spawn was too big and was missing a resupply cabinet. Also, need more ammo and health packs (which you knew).

Anyways, great job, looking forward to seeing the next release. Let me know anytime you need it playtested.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
Thanks for the play testing and feedback. I agree Red spawn needs another resupply cabinet (it has one, but out of way until blu is approaching last point). And yes we need a good bit more ammo packs. As for height advantage issue, this is kinda the point of the map. I think there are enough alternate paths to deal with this for both sides. Again, I really do appreciate it. I'll be sure to let you know when b3 comes out so I can see what you all think.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
I have been out of the loop on the project for the past 5 weeks. Jive Turkey has continued the work. Here are some new screens:


New detail in Red spawn.


New adobe building in Red town.


The area outside of Blue spawn has been completely changed.


Point B has been reworked and detailed more.


Detail work and new sentry spot in center cave.

Shooting to get beta 3 out this month and submit it for game day.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
New Screens

We are building some momentum and getting closer to finishing beta 3. Here are some screens of work finished over the last few days.



Shot 1: Detail work in Blu spawn 1 Shot 2: Outside Blu spawn 1 Shot 3: Looking towards Blu spawn 1 Shot 4: CP A Shot 5: New route to get up to cliff at CP B Shot 6: Looking down at CP B Shot 7: Looking out from CP B Shot 8: Consequences of Red winning
 
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Rasputin

L3: Member
Sep 20, 2008
107
20
The last screen is a really neat concept.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
Beta 3.0 Screens

Approaching final point
viper9.jpg


Reworked gallows and Red building
viper10.jpg


Interior detail of adobe building
viper11.jpg


New route. The hole Red can drop through is now usable by Blu
viper14.jpg


Gameplay feature being tested in b3. At start of round a fuse begins burning and if Blu has not capped point A with one minute left this blocked cave will be blown open revealing two indestructible sentries giving Blu one last chance.
viper15.jpg
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
pl_vipersden beta 3 teaser screens

After a frustrating week of figuring out why explosion was crashing map, Jive Turkey has fixed the issue.

Here are a few more screenshots:

The imprisoned Blu medic now has a heavy to keep him company
viper22.jpg


Point B
viper23.jpg


New detail on middle building
viper25.jpg
 

taraph75

L1: Registered
Apr 23, 2009
48
10
This is great. Would love to playtest when you put out the next one.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
This is great. Would love to playtest when you put out the next one.

Thanks taraph. Jive Turkey and I are working on wrapping up beta 3 now. We should be submitting it for tf2maps.net gameday testing in the next couple weeks. We'd also love to get some more feedback from everyone at TF2Newbs.com.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
Did private play test of what we hoped would be public release of b3. Found some serious enough issues to delay release. I'm going to Thailand for 2 weeks, so probably won't get b3 out until July.