Cottage_b2

Jolly

L1: Registered
Jun 7, 2009
26
1
---------------
B3 IS OUT ! = http://forums.tf2maps.net/showthread.php?t=12037
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Pl_Cottage

This is the second Beta.

Key author Jolly (Jakob Jakobsen)
Game type: Single stage payload.
Players: 10-32
E-mail jakobxbeer@gmail.com
___________________________________

version b2

fixed:

Middle spawnroom not working right when,
the 3 control point is taken. = fixed

Some props that disapers when
you go a little away from them. = fixed

Ugly placed rock texture. = fixed


added:

Icons in the menu.

More detail.

___________________________________

If you find any bugs pleas E-mail me.

Hope you like it

Jakob.

install: C:\Program Files\Steam\steamapps\"username"\team fortress 2\tf


Inspiration: pl_goldrush, pl_hoodoo, pl_badwater.
 
Last edited:
May 23, 2009
205
34
You have a capital in your mapname.. server owners are gunna hate you for that. You should use all lowercase only.

I had a run around and found some un-playerclipped stairs and a few beams I got stuck on.
The final capture point doesn't show on the HUD also?
I love the blue building at the final point, reminds me so much of the town centres from Age of Empires 2 :D

very nice overall
 

Jolly

L1: Registered
Jun 7, 2009
26
1
About the capital, i don't think it matters when you search after the map, but if it does, i change it in b3
--- (for now server owners can just change it to a little "c").
I will make some more clip walls in b3.
About the hud, i don't know what it is i have tryed everything -.- (pleas post if You have a idea).

thanks for feedback.
 
Last edited:

Icarus

aa
Sep 10, 2008
2,245
1,210
This is one fantastic map. We playtested this yesterday, and we had a blast. The only problem we could think of at the time was that RED had an amazing flanking route... BLU could not advance without being constantly harassed from behind. This should not be like that.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
*Ahem*
I spy some brushwork and displacements mighty similar to some from hoodoo and halfacre.

Just so you know, here's what people think of using other people's work http://forums.tf2maps.net/showthread.php?t=7221

Whilst I can't prove anything is actually copy/pasted I'll just leave it up to your consience to do the right thing if anything is. ;)

I did love the rubber duck though! That made me laugh! tracktrain or simply floating?
 

Jolly

L1: Registered
Jun 7, 2009
26
1
hey youme

I am sorry if some parts of my map looks to much like hoodoo.
If you send some screen shots i Will Change it, if its not to much main part of the map.

jakobxbeer@gmail.com

Ps however i think it is ok to be inspired of other people's maps.
And YES, i was inspired of your amazing map pl_hoodoo,
But also of pl_badwater and pl_goldrush.

"Inspiration: pl_goldrush, pl_hoodoo, pl_badwater".

Jakob.

(Tracktrain)
 
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Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
Reminds me of Stovepipe Wells. Just a bit.

PS - Kick-ass name.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Oh don't get me wrong theres nothing wrong with taking inspiration from existing maps, I only meant for you to change anything if you'd used Vmex to copy specific things and paste them into your map.
 

Mar

Banned
Feb 12, 2009
607
63
A bit of commenting on this map here.

Main complaints are a lack of forward spawns and the terrible FPS.
 

Jolly

L1: Registered
Jun 7, 2009
26
1
A bit of commenting on this map here.

Main complaints are a lack of forward spawns and the terrible FPS.

if you look, it is b2. and yes blu spawn in the middle spawnroom after the 3 cp :)
i don't understand that you say its laggy on all pc's that i tryed it out on it worked great.

maby i just suck at optimizing with hint :(
or maby it is my hint walls that is rong placed and that is what makes it lag, hmm.
 
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kankle_king

L4: Comfortable Member
Jan 31, 2009
161
86
yeah the FPS was REALLY bad. We had to stop after the 1st round b/c so many ppl were complaining. I'm usually over 100 and it was dipping into the red at points :\

Common pl_map FPS issues aside this map is EXCELLENT! The layout is very smart and there are lots of custom stairs/buildings arrangements that work very well. Looks like the spawn issue is fixed, that was the main problem along with the FPS. Also, there is a HUGE HUGE sniper lane for RED, you can stand on the walkway at the last point and see ALLLLLLLLL the way back = not good add something large to get rid of that giant sniper lane.

All in all, a very smart map. Seems that you really paid attention to make sure each class had a role eg.flanks or good spots for blu engis etc. Good work!
 

Jolly

L1: Registered
Jun 7, 2009
26
1
Are you sure that the lag wasent on the server, no one else than you guys have been complaining over lagg?

-If it is as bad as you say i try to edit the hint walls.

Ps can you show me the data of your pc?
 
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Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Got to play this one tonight. We had about 9 vs 9. Was alot of fun, nicely done map.

I think the last area seems a bit open, but it was defended and capped by one team or the other. So it's probably no big deal.

There are some spots where it seems like it is easy to get flanked, I think mostly in that middle area. But I think both teams were using it, Blu before they got foward spawn, red after they did.

I did see one displacement under water towards the spawn side of map that seemed to need sewn.

Oh yeah, nobody said any thing about lagginess and I didn't notice any at all.