Cottage_b2

Discussion in 'Map Factory' started by Jolly, Jun 8, 2009.

  1. Jolly

    Jolly L1: Registered

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    ---------------
    B3 IS OUT ! = http://forums.tf2maps.net/showthread.php?t=12037
    ---------------
    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: Feb 14, 2010
  2. An Icy Mouse

    aa An Icy Mouse

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    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
     
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  3. Jolly

    Jolly L1: Registered

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    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: Jun 9, 2009
  4. Icarus

    aa Icarus

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    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.
     
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  5. NightWolf13

    NightWolf13 L1: Registered

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  6. Jolly

    Jolly L1: Registered

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    hey Icarus
    -its hard to understand where you meen, can you take a screen shot?
     
  7. red_flame586

    red_flame586 L7: Fancy Member

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    looks good well done
     
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  8. captainAngry

    captainAngry L7: Fancy Member

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    I wasn't around to play it myself but this got played last night on my server and got fairly high ratings. It is now in our regular server rotation.

    [​IMG]
     
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  9. YM

    aa YM LVL100 YM

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    *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?
     
  10. Jolly

    Jolly L1: Registered

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    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)
     
    Last edited: Jun 9, 2009
  11. Void

    aa Void Local Man Unable To Map, Sources Say

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    Reminds me of Stovepipe Wells. Just a bit.

    PS - Kick-ass name.
     
  12. YM

    aa YM LVL100 YM

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    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.
     
  13. Mar

    Mar Banned

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    A bit of commenting on this map here.

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

    Jolly L1: Registered

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    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.
     
    Last edited: Jun 10, 2009
  15. kankle_king

    kankle_king L4: Comfortable Member

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    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!
     
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  16. Jolly

    Jolly L1: Registered

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    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?
     
    Last edited: Jun 12, 2009
  17. Sgt Frag

    Sgt Frag L14: Epic Member

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    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.