cp_miningco

CP cp_miningco B4_fix

DegruM

L2: Junior Member
Sep 26, 2014
57
6
cp_StorageGrounds - A map with a hint of inspiration from gullywash.

Been working on this map for like a month or two, mainly focusing about the gameplay as said i've taken inspiration from gullywash when making this map, I'd love feedback and suggestions for it's layout, visual suggestions are also good.
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
Looks good! I like last although it feels a little formulaic. The second point is really interesting, I'll be interested to see how it plays. Middle is a bit of a mini disaster. It's two generic paths leading into a big box scattered with props and a tiny cap zone in the middle, it needs some work. Also, the whole map feels like Gullywash. This isn't inherently bad but you don't want to make a clone. Taking inspiration from successful or fun maps is great but try to limit the amount of coping. I'd recommend taking little bits from gully wash like, for example, it's layout and adding a twist to it or an original theme, like Underground or Egypt or Japanese or something new. Players don't want what they already have, they want something new. I'd also recommend change the name. Storage grounds just sounds boring, do crates and boxes sound exiting? Didn't think so, and that's what people will probably assume. Speaking of names please make sure your file name is completely lowercase, uppercase characters can crash some servers. You should read this.

Either way it's a good start.

~Cyto
 

DegruM

L2: Junior Member
Sep 26, 2014
57
6
- Changed the map's theme (Mining side/Cavern)

- Redesigned middle

- "Redesigned" Flank

- Increased middle point's size

- Changed a small platform around "lobby"

- Changed it's name from "StorageGrounds" to "miningco"

- Added some more lights at certant places

Last point reminds unchanged for now.


Read the rest of this update entry...
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
You should enter a gameday or impromptu test (imps as we call them) and get your map play tested. Gamedays are usaully hosted on the weekends and have a submission thread on this forum. The Tf2maps US server IP is 70.42.74.31:27015. I don't remember the Euro server IP but it can be found on sight.
 
Jul 6, 2015
1,425
820
You should enter a gameday or impromptu test (imps as we call them) and get your map play tested. Gamedays are usaully hosted on the weekends and have a submission thread on this forum. The Tf2maps US server IP is 70.42.74.31:27015. I don't remember the Euro server IP but it can be found on sight.
Site* but hes right theres a gameday on the 27th. You should enter it.
 

DegruM

L2: Junior Member
Sep 26, 2014
57
6
Maybe next time I'm rather busy this sunday.
 

DegruM

L2: Junior Member
Sep 26, 2014
57
6
Ah, okay thanks for telling me!
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
Played some rounds on gameday and enjoyed it! The whole map feels a little bit over scaled and open but I think it has potential. You could try to mix up the boring areas with some interesting geometry.
 

DegruM

L2: Junior Member
Sep 26, 2014
57
6
- Added some more textures, mostly around last

- Added more props around (special thanks to the construction pack and those who made it)

- Lowered mid containers, possibly to counter soldiers easier

- Increased brightness of spot_lights on the map

- Increased capture time on second point by 1 second (to possibly make it easier to counter backcaps)

- Moved second point a bit futher towards it's middle

- Added more cover between choke and second

- Reworked the right side of last, added a shutter door and window at right flank/storage

- Scaled down the left flank/Pipes/Water

- Added some overlays here and there

Read the rest of this update entry...
 

DegruM

L2: Junior Member
Sep 26, 2014
57
6
Last Point Area

- Moved left flank's door and added space for the door
- Added more cover, removed some of the pointless covers that didn't help much >:^(

- Increased the size of storage's shutter door (right flank)
- Killed a nasty sightline from right spawn door to left flank

Flanks + Connectors

- Increased brightness at storage
- Replaced textures and added overlays to the wall
- Opened the right door of concrete and added props to not confuse players for mistaking it as a door that opens

Outside + Second

- Removed the ceiling between choke and second
- Decreased the height between second and choke
- Added concrete walls as cover instead of wodden supports

- Redesigned the point itself, there's now slopes going up to it on both sides with extra cover

- Killed certain sightlines

- Added a bunch more props, replaced the rocks with a tree, a concrete wall and a better rock model

- Increased the brightness of the light_env from 350 to 500
- Added Env_sun entity, there's now a sun in the skybox :^)
- Replaced the table saw with bricks + a tarpet on the top

Middle

- Opened up the ceiling at the very middle of it
- Put up the height of the containers just alittle
- Killed a veeery nasty sightline from choke to middle
- Moved the huts alittle bit
- Increased the brightness of middle
- Added wooden support for middle
- Removed the lights hanging from the ceiling

Everywhere

- Increased the ceiling of middle and second
- Added some more playerclips
- Added soundscapes around the map
- Added more textures
- Increased the brightness of certain light_spots

Planning on moving to beta version for next version.
 
Last edited:

DegruM

L2: Junior Member
Sep 26, 2014
57
6
Last/both bases

- Removed lobby window and added a wall where the platform was
- Changed the light-tone around lobby, pipes and last
- Added more props
- Increased brightness of spot lights
- Increased the size of storage door from lobby
- Changed and applied textures
- Changed the soundscape

Second point

- Moar textures
- Removed the truck between the rock and the point
- Moved the covers around choke
- Changed the light-tone of the sun

Concrete/flank + Middle

- Added forklift
- Added "Coffee room"
- Changed light-tone
- Added more lights, aswell as increased brightness
- Detailed forward spawn
- Added more textures
- Added some milk crates so non-jumping classes can jump up to the hut (Non-jumping classes still can't get up to the containers)


Read the rest of this update entry...
 

DegruM

L2: Junior Member
Sep 26, 2014
57
6
Overall changes

- Added alot more details (no more visualy dev textures)
- Increased brightness of everything, again.
- Increased skybox size, this only affects second point.
- More props for visuals and cover.
- Replaced/Removed a few custom props for file size.

Last point / Base(s)

- Moved the last point upwards.
- Removed main shutter door (it's memories still stays in lobby)
- Added a wall from storage wall to the spiral in lobby.
- Forgot to put light props inside the spawns. :^(

Second point / Flanks / Chokes

- Made concrete just alittle bit smaller.
- Added a wall inside cage (That house beside second point)
- Fixed the rebars on choke, now everything can shoot trough it.
- Decreased the width of the stairs around the flanks.
- Covered up the hole in cage close to the point.

Middle

- Just visualy changed.

Read the rest of this update entry...
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,101
6,597
We played this map in our gameday today. You can find the feedback at http://feedback.tf2maps.net/map/cp_miningco_b1/ - and if you sign in to the site and claim the map, you can download the feedback as a .vmf. You can also download the demo file here: http://demos.geit.co.uk/demos/1459796580-eu-cp_miningco_b1.zip

I liked this map, though i felt it was at times wearing its influences a little too openly. There also wasn't much height advantage in several key places - to those of us without special jump capabilites, mid and last are just big flat rooms.
 

DegruM

L2: Junior Member
Sep 26, 2014
57
6
Last / Bases

- Removed the big slope and replaced it with a smaller one
- Added a platform from water/pipes into last (left flank)
- Moved lobby's stairs
- Added a window on the wall inside lobby
- decreased the width of storage and fixed the ceiling's height (right flank)
- Some extra detailing

Second / Entry points / Flanks

- Added a new entry point
- Optimized the entry points, mostly from second point
- Added a roof on top of cage
- Moved the medium health kit to middle's covers, along with a medium ammo pack

- Replaced full ammo pack with a small one
- Moar detailing and props
- Changed textures and increased brightness inside coffee room's room

Middle

- Added more cover, all of them to destroy nasty sightlines
- Made middle's stone look less thin

(Might start working on the 3d skybox on the next version)

Read the rest of this update entry...
 

Asd417

Sample Text
aa
Mar 20, 2016
1,461
1,035
The mid blew me away
Mainly because it has this good feeling created by light and shadow. Good work!
It is hard to find any real cave maps other than bigrock.
 

DegruM

L2: Junior Member
Sep 26, 2014
57
6
Just repacked

Note: It's got the same version as B2, so if you have that version downloaded before this one, then you should replace it with this one.
 
Last edited:

DegruM

L2: Junior Member
Sep 26, 2014
57
6
Overall changes

- Alot of optimization
- Made it easier to tell which doors open and which don't
- Made the outside lighting a bit more warmer
- Added a 3dskybox
- Changed the ground texture of the outside area
- Added a bunch more clipping for some annoying spots

Last / Bases

- Added a small platform
- Changed the wall textures of last
- Changed the light tone for the spot lights
- Removed the shutter door that was connected to concrete (flank) in storage

- Added a bit more height variation on lobby
- Changed water texture

Second / Flanks / Choke

- Adjusted cap times
- Adjusted connector
- Made concrete smaller (in response to the door being gone)
- Removed the tiny door that was only there for details
- Replaced a prop with a wall instead

Middle

- Adjusted cap time
- Flipped the forward spawn, now it points the players to where they are supposed to go

Read the rest of this update entry...
 

DegruM

L2: Junior Member
Sep 26, 2014
57
6
An update of stuff i should've done in the beta 3 version.

Overall

- A bunch of detailing
- Improved optimization, alittle bit
- More clipping
- Adjusted the cap times
- *fixed the shutter doors

Read the rest of this update entry...