Fool Hill

Fool Hill b2

captainAngry

L420: High Member
Feb 1, 2009
434
247
I wasn't on the server so I can't tell you exactly why the map got bad ratings but I will say that we do play quite a bit of untextured maps. Getting bad ratings due to texture usually only happens when thing start to blend, for instance you can see a doorway very well because all the walls are the same color or something like that.

I know there are lots of mappers around here that won't release with dev textures and I'm sure this is why. Anyway, don't fret the ratings too much in an alpha. The stats reset every time I update the versions and I never stop updating map versions based on ratings, especially for someone who keeps up to date with feedback.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Wait is this on a new version, Randdalf? This just made me assume you had the BLU side done and were holding it back. >:3
 
Feb 14, 2008
1,051
931
No... I have the BLU side done in the current version :/

You're thinking of the RED side.
 
Feb 14, 2008
1,051
931
Did this die

No, no, not at all, I'm just uber-slow.

cp_fool_hill_b10018.jpg

cp_fool_hill_b10013.jpg

cp_fool_hill_b10014.jpg


Gameplay changes-wise, I've modified some cover at the final CP, and added a new route through a now defunct spawn room, hopefully making the last point easier to cap. I'm also modifying all the spawn times using the demoman method.
 
Last edited:

MungoKing

L3: Member
Jul 12, 2008
148
47
Yay, glad to see this is still being worked on, PLEASE get that beta out :p
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
I'm so excited that I fell out of my seat >:3

That's all.
 

The Gentlemanne

L4: Comfortable Member
Jun 18, 2009
170
94
this is

A-A-A-A-AWESOME!!!
 
Feb 14, 2008
1,051
931
Beta 1 released

screenshot5.jpg


Code:
README
------------------------
CONTROL POINT FOOL HILL BETA 1
(cp_fool_hill_b1)

Gametype: CP
Players: 12-32
Recommended players: 12
Scoring mode: 1 point per round won
Author: Alex "Randdalf" Gulliver
E-mail: [email]randdalf@gmail.com[/email]

___________________________________
Map description

A standard linear 5 CP push map, where both teams must capture all the CPs to win a round.

___________________________________
Recommended config file (public play)

mp_maxrounds 3
mp_winlimit 0

___________________________________
Recommended config file (competitive play)

mp_maxrounds 0
mp_winlimit 8
mp_timelimit 30

(It is recommended to use standard ETF2L configs)

___________________________________
Revision History (DD/MM/YY)

Beta 1 21/12/09:-
- Bug Fixes:
   * Fixed buggy texture in room above 2nd CP
   * Fixed not being able to block captures on final CP (hopefully)
- Improvements:
   * First full detail pass
   * Dynamic base doors now have associated func_doors
   * Added spectator cameras
   * Added soundscapes
   * Added no entry texture to respawn room visualizers
   * Some optimisation
   * Fixed some clipping exploits in BLU's valley
   * Removed jump route behind mid-house
- Balancing:
   * Final CP changes:
     - Slightly increased capture time on final CP
     - Added new alternate route from sniper deck to left of point
     - Redesigned final point spawn to build this alternate route
     - Improved cover by attackers right exit
     - Repositioned health originally behind CP

Alpha 5 21/03/09:-
- Bug Fixes:
   * Attempted to fix not being able to block final CP
- Improvements:
   * First full detail pass on BLU side
   * Renamed map to 'Fool Hill' (cp_fool_hill)
- Balancing:
   * Second CP changes
     - Replaced backstairs with new ramps next to the CP
     - Extended defenders balcony to support these changes
     - Added raised platform for 2nd CP health
   * Third CP changes
     - Opened up attackers balcony to simplify paths
     - Moved health and ammo in this area

Alpha 4 28/02/09:-
- Bug fixes:
   * Fixed some window props not appearing
   * Fixed some misaligned hazard strips
- Improvements:
   * Begun some detail work
   * Restructured middle point again
      - Moved containers to middle
      - Added crates for jumping access to containers
      - Added bridge to container from buildings       
      - Re-added back entrance to building
      - Decreased size of control point slightly
   * Disabled shadows on some props (others to follow)
- Balancing:
   * Restructured final point
      - Increased size of area
      - Moved spawn back
      - Increased size of offensive building and added new exit
      - Added cover wall to point
      - Moved point back
      - Increased defenders' spawn time for final point
      - Added small health and ammo
      - Added cover tower behind point
      - Upgraded shack health to medium
   * Increased length of cover above 'valley'


Alpha 3 17/02/09:-
- Bug fixes:
   * Fixed HDR
   * Fixed duplicate health/ammo on RED side
- Improvements:
   * Restructured middle CP for more height variation
   * Moved ammo packs behind containers, and made them medium
   * Halved fog intensity
   * Playerclipped some windows
   * Made some gameplay signs non-solid
- Balancing:
   * Added new alternate route from 2nd cap to bridge area
   * Restructured 2nd CP attackers balcony
   * Downgraded 2nd CP ammo to small
   * Downgraded final CP balcony ammo to small
   * Restructured area outside 2nd CP
      - Added clipping and crossbeams to the open window
      - Expanded one side of the bridge to accomodate a courtyard
      - Added new alternate route from 2nd cap to courtyard area
      - Removed bridge
      - Removed back entrance to buildings
      - Added med health and small ammo to courtyard
      - Increased width of ramp slightly
   * Vastly reduced size of raised area above 2nd CP
   * Removed dropdown to 2nd CP; deemed unnecessary

Alpha 2a 09/02/09:-
- Bug fixes:
   * Fixed spawn doors not opening, again
   * Fixed some improperly positioned func_respawnrooms
   * Fixed leaking origins
   * Fixed game not ending on stalemate
- Improvements:
   * Enlarged all spawn areas for ease of use
   * Added roofs to some buildings
   * Implemented the Badlands skybox/light_env
- Balancing:
   * Replaced stairs at 2nd CP with drop down

Alpha 2 03/02/09:-
- Bug fixes:
   * Fixed spawn doors not opening
   * Fixed RED's side not having some health/ammo packs
   * Fixed improperly scaled hazard strips
- Improvements:
   * Added signs
   * Added skybox and lighting
   * Slightly relocated ammo/health near final point
- Balancing:
   * Added new health pack to second points
   * Added new balcony to final points
   * Added more cover to final points
   * Changed height of cover on final points
   * Can no longer jump through windows at central point
   * Added new health/ammo packs in new balcony area

Alpha 1 01/02/09:-

Download

Enjoy yourself.
 
Last edited:
Feb 14, 2008
1,051
931
Any comments after the test?
 
Feb 14, 2008
1,051
931
I don't think those buildings even had roofs then.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Map played great for me. I can remember that there were some oddities such as the door models at spawn 1 being too narrow for the walls.