cp_greenvalley

Discussion in 'WIP (Work in Progress)' started by tarmo-, Mar 9, 2009.

  1. tarmo-

    tarmo- L3: Member

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    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):
    [​IMG]

    1st cp:
    [​IMG]
    [​IMG]

    2nd cp:
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    3rd cp:
    [​IMG]

    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/
     
    Last edited: Mar 10, 2009
  2. flubber

    flubber L4: Comfortable Member

    Messages:
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    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 :).
     
  3. pl

    pl L5: Dapper Member

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    55
    Looks quite nice - I can't seem to spot any mistakes.
     
  4. kankle_king

    kankle_king L4: Comfortable Member

    Messages:
    174
    Positive Ratings:
    77
    Looks amazing, ran through it and I think it will work for 6v6 comp play. Going to play it in a pick-up today. Message me if you want the STV demo
     
  5. Ian_Suffix

    Ian_Suffix L1: Registered

    Messages:
    27
    Positive Ratings:
    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?

    [​IMG]
     
  6. tarmo-

    tarmo- L3: Member

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    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.
     
  7. tarmo-

    tarmo- L3: Member

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    Positive Ratings:
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    Posted at etf2l.org forums

    A: Known, going to get fixed already : [​IMG] [​IMG] [​IMG]

    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?

    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 :)

    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: [​IMG] [​IMG]

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

    A: Next in line to get fixed.

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

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

    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:

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    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: Mar 12, 2009
  8. tarmo-

    tarmo- L3: Member

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    Positive Ratings:
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    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)
     
  9. kankle_king

    kankle_king L4: Comfortable Member

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    Positive Ratings:
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    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)
     
  10. kankle_king

    kankle_king L4: Comfortable Member

    Messages:
    174
    Positive Ratings:
    77
    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.