Mann Mall

CP Mann Mall B3

Glubbable

L2: Junior Member
Sep 1, 2013
53
146
Mann Mall was a map created for the TF2 2017 Summer Jam.

(I'm just reposting this here because apparently the Jam Entry variants are not allowed to be updated anymore so I'll provide further updates here!)

The map is a 3CP Attack & Defend while the design of the map itself is a hybrid based from maps like Junction (Tight Indoor Combat), Steel (Anti-Rush/Mini-Setup Doors) & Goldrush (Spawn routes that'll become closed but could be used as surprise flanks if you wait in them).

Credits for custom resources:
Team Colored No Entry Signs by Myself
Neutral Shipping Containers by Urban
TF2 Urban Texture Pack by Fuzzymellow
Overgrown Prop Pack by Pear & Crash
Chairman by Rexy
The TF2 Vehicle Prop Pack

Feedback is always welcome, but keep note that I do plan a few things:
1. Currently in the progress of detailing, not all areas are finished
2. Skybox might get more detailing later on if feedback on the clients performance is still good while playing on the map
 
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Glubbable

L2: Junior Member
Sep 1, 2013
53
146
Changelog - Updated from A3 to A4
- Reduced respawn time for Blue from 15/20 seconds to 3 seconds (after capping B it'll become 1 second)
- Reduced respawn time for Red from 15/20 seconds to 10 seconds
- Textured the last area so it isn't just purely dev textures
- Added a blast door at the final point to act as a counter to rushes
- Moved REDs main spawn back abit in the spawn room itself
- Fixed a texture that was scaled badly in blues main spawn
- Blues main spawn doors will now be trigger based rather than being forced open forever
- Point A no longer has an open view over REDs spawn exit
- Fixed some brushes floating around Point A
- Red no longer has a direct height advantage over blues main entrance
- Opened up Blues Vents to provide more flank routes and a way out back into spawn
- Added bridge routes to Point A
- Added an alt route from reds main spawn to Point A to make it harder to spawn camp
- Changed the colours for the RED & BLUE lighting in spawn rooms
- Added Colour Control Entity and Controls for HDR Bloom
- Added MOAR AREA PORTALS INTO BLUE SPAWN! I SWEAR ON THE TOASTERS LIFE I WILL END IT!
- Prevented Blue from being able to push directly through Reds spawn exits on last
- Added some props in blues main spawn to seal up what appears like walkable spaces but isnt
- Added more breathing room to Areas A & B
- Moved Reds forward spawn exit back abit to give it some cover
- Turned the small ammo & health on Reds side of Area B into medium ones
- Turned the medium midkit next to the point into a large one
- Increased the max render distance for the env glows in the blue spawn
- Light pointing down the vent drop is now a white light instead of blue to prevent confusion
- Clipped Shop Windows to prevent players from getting snagged against them
- Reduced the size of the capture zone for the final point
- Moved Reds spawn points for the final point back and re-angled them
- Fixed VPhysic Errors spamming the console
- Added blast doors to the anti-rush gates between areas A & B to attempt a more aggressive optimization approach
- Added an announcer alert sound 5 seconds before the 5 second countdown begins for the next area
- Increased the height of the ceiling around Point A & Area B
- Added another failsafe teleport for when area B is captured and you're trapped in the midway tunnel between spawns
- Added some ammo & medkit models into the back of the ambulance
- Moved the resupply cabnit at forward spawn towards Point B more closer to the exit (Making the door harder to camp for Blue)
- Prevented VPhysic based objects (Stickies/Pipes/Sandman ball etc.) from traveling through spawn doors if it's the opposite teams
| For example, RED Demoman cannot put stickies past Blues spawn door into their spawn and vise versa

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Glubbable

L2: Junior Member
Sep 1, 2013
53
146
Changelog - Updated from A4 to A5
- Textured more dev textures around the map
- Fixed an issue where REDs respawn timer was double what it was suppose to be
- Respawn times will no longer be reduced for BLUE when capping the point
- Increased the cap time for Point A from 10 to 15 seconds
- Removed the boards around Point A except for one coming out of BLUEs side path
- Changed the cover around Point C into fences, allowing both sides to see enemies
- Changed the lighting in REDs spawn rooms yet again to make it less redish
- Added some cover to REDs alt spawn doors at Point A
- Added a new spawn room for REDs final point
- Textured a bunch of dev textures around the map, such as RED Spawn and Point B
- Re-arranged the spawn point positions for REDs First & Second Spawn again
- Opened the shop windows in Area A to allow space for Engies & Spies to use
- Re-arranged health & ammo kits around Area A
- Mini-Setup between Area A & B should now opens when the 5 second count down begins
- Mini-Setup Doors between Area A & B now play a different sound rather than the default door opening
- Expanded Area B to provide even more combat space when attacking & defending
- Expanded the path from Area A to Area B to pad out rushing and provide space for Spies & Snipers
- Expanded the path from Area B to Area C to pad out rushing
- Added an alt route out of REDs forward spawn to make it more difficult to spawn camp
- Added an alt dropdown route from BLUEs first forward spawn to make it more difficult to spawn camp

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Glubbable

L2: Junior Member
Sep 1, 2013
53
146
Changelog - Updated from A5 to A6
- Expanded the capture zone of Point A so you don't have to stand directly in the middle
- Made it slightly more difficult for RED Demos to propperly spam Point A from their alt spawn doors
- Fixed an issue where two of the spawn doors at Point C were using the same trigger
- REDs alt spawn doors from Point As spawnroom are one way-only now
- REDs spawn doors from Points A & B going into Point C are now one-way doors
- REDs alt spawn door from Point Bs spawnroom is now one-way only
- Re-arranged REDs forward spawnpoints again, moving them further back into the spawn room
- Moved REDs first spawn points further back into a new room
- Clipped the bottom of the fence gates so it's harder to get snagged on them
- Added a 3rd door to the mini-setup gates between Areas A & B
- Changed the ceiling of Area B to be a window-based roof-top
- Added a new section to REDs first spawn room and moved the spawn points into it
- Moved BLUEs spawn points in the main spawn room further back
- Reduced the size of BLUEs main spawn room so it doesn't feel so empty
- REDs forward spawn door to Point B no longer exits with direct line of sight to the point
- Added props under one of the bridges in Area B to kill a line of sight issue
- Increased the size of the triggers for the resupply cabnits in REDs final spawn room
- Filled in some spaces between the fences around Point C so the possible visibility isn't too overwhelming
- Added an alternate route into Area C from Area B
- Blue is now able to jump over the fence by Point C via one batch of crates
- Increased the size of that one small medkit behind Point C into a large one
- Fixed an issue where the Engineer could build a sentry above the main spawn door exits
| It's only intended for the Engineer to be able to build directly infront of the doors (but no tps ofc)

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Glubbable

L2: Junior Member
Sep 1, 2013
53
146
Changelog - Updated from A6 to A7
- Clipped the board signs around the map so you're less likely to get snagged on them
- Moved the BLUEs first forward spawn around so you won't have to make a 180 turn out of spawn
- Added some props around the path thats directly above Point B facing towards BLUEs second spawn to narrow sight lines
- Set the FOV on the observer point at Area A from 60 to 75
- Changed the large medkit under Point A into a medium medkit
- Changed the large medkit next to Point B into a medium medkit
- Changed the large medkit behind Point C into a small medkit
- Changed one of the two small ammo packs next to the fence at Point C into a medium medkit & ammo pack
- Changed the medium medkit near BLUEs first forward spawn into a small medkit
- Changed the medium medkit & ammo near BLUEs main spawn vent exit into a small ones
- Changed all of the medium medkits in Area B into small medkits
- Removed medkits from the shops in Area A
- Expanded the width of the final corner of the alt route into Point C from Area B
- Changed BLUEs main spawn points to be grouped into one area rather than 3 seperate places
- Rotated the ambulances within the waiting room and added more arrow signs
- Changed the red brick textures in BLUEs main spawn to a different type thats higher quality
- Raised the sky of BLUEs main spawn to give more space when rocket/sticky jumping up to the vent
- Tried to improve visual cover when pushing out from the new alt path into Point C
- Textured even more dev textures that were in the map
- Changed the ceiling of Area A to be a window-based roof-top aswell
- Changed a bunch of dev textures around Point C from grey dev textures to red dev textures

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Glubbable

L2: Junior Member
Sep 1, 2013
53
146
Changelog - Updated from A7 to A8
- Expanded the space between BLUEs first forward spawn and Point A by moving the spawn back
- Expanded the ceiling around Point A to give more room for soldiers & demos to jump
- Expanded the area coming into Area A from BLUEs main spawn and moved BLUEs alternate routes to reflect the changes
- Moved the flank route into Area C back abit & moved the small health & ammo packs into the main route to C
- Increased the speed of the trigger push in the top of BLUEs vent from 250 to 1000
- Moved one of the crates next to the large blast doors at Area C to prevent players from getting stuck
- Fixed a spot in BLUEs main spawn where a player could get stuck
- Changed two of the open vans by BLUEs main alt spawn route into seperate colours
- Moved the medium ammo pack in the shop upstairs next to Point A to be outside of the shop and as small ammo
- Moved the small ammo pack in the shop room right outside of blues main spawn doors into a visible corner
- Prevented RED from being able to travel from Point Bs spawn room into Point C until Point B is capped
- Removed the medium ammo pack that was in the bottom store next to Point A
- Moved the medium ammo pack & small medkit over to the side where the vent exit for BLUE is
- Moved the small ammo & medkit that was hidden next to BLUEs alt spawn route to a spot to help BLUE push
- Removed the 3rd door entrance into Area B due to it providing RED an easy option to choke hold the route
- Moved BLUEs second forward spawn back to create more space in Area B and pad out the distance to travel to Point C
- Moved REDs second spawn doors back and moved the alt spawn door down to the ground floor to create room for RED
- Remade the section between Area A & Area B, making it less chokey and harder for RED to pin down
- Moved the crates barricade by Point C to the opposite side and moved the large ammo pack accordingly
- Fixed the patch overlay by Point B that was to indicate where the medium medkit would spawn
- Moved some of the health & ammo around Area B into more suitable spots for defenders & attackers
- Changed the red lighting in REDs spawn room again to make it even less red
| (it's 200 150 150 now and if I get another feedback about it I will scream at you)

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Glubbable

L2: Junior Member
Sep 1, 2013
53
146
Changelog - Updated from A8 to A9
- Increased REDs respawn time from 5 to 8 seconds (5-10 seconds to 8-16 seconds)
- Reduced the amount of arrows pointers around the map
- Changed the lighting in the alternate route to Point C in both sides of its entrances
- Fixed a clipping issue in BLUEs main spawns alternate route where the door wasn't touching the walls
- Fixed some nodraw faces around BLUEs alt spawn route from main spawn
- Turned the medium medkit & ammo packs by the far side of Point C into small ones
- Removed the small medkit behind the fence on Point C
- Opened up some of the walls around Area A & Removed two boards coming out of BLUEs main spawn
- Moved some health and ammo on the far side of BLUEs route into Area B to be closer to BLUE to help them push
- RED can now get over the fence barricade by Point C
- Expanded the shops within Area A to provide more space for spies and engineers
- Rotated BLUEs forward spawn vent exit to face towards the route to Area B
- Turned a bunch of crate props around Point C into shipping containers so it feels less spammy
- Added medium ammo packs back into the shops again & removed the medium medkit & ammo packs next to REDs spawn exit
- Restored REDs alt spawn routes into two way doors
- REDs spawn doors will now turn from two-way to one-way doors when the points are capped
- Cleaned up some of the props around Point B and reworked some of the cover
- Added a path to climb up over the makeshift barricade at Point B & made the one on the top-left of B two-way

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Glubbable

L2: Junior Member
Sep 1, 2013
53
146
Changelog - Updated from A9 to A10
- Clipped the crates on the side route of B so its easier for players to get over it
- Clipped the crates on by the make-shift fence by Point C so its easier for players to travel over them
- Added a small ammo & medkit in the shop thats on the path into Area B
- Moved the small medkit & medium ammo pack by the sign pointing to B closer to BLUEs slopes and make the medkit bigger
- Fixed a patch overlay in on the path leading towards Area B as it wasn't assigned to any brushes
- Lowered the cover around Area B slightly to make it easier to jump over in certain cases
- Removed the gaps under the cover thats provided around the path pushing into Area C
- Texture the covers around Area B & leading into Area C into wooden boards to give an under-construction feel
- Increased the door speed of the alternate spawn door heading out of REDs second spawn
- Changed one of BLUEs routes into Area B to be controlled by a one-way door, making it hard for RED to use
- Added a way for players to be able to tell when a route is considered one-way only
- Increased the height of the ceiling around Area B to give more room for rocket/sticky jumping
- Added a new flank route for BLUE, which is a vent route that provides a drop down next to B
- Added some more lighting into BLUEs main spawn so its easier for them to notice the ambulance
- Attempted to nerf a sight line over Point B by adding some scaffolding props
- Made some texture edits to the no entry visualizers so they're now team coloured (Blue, Red & Neutral)
- Fixed another nodraw face in Area B (It was hard to spot tbh)

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Glubbable

L2: Junior Member
Sep 1, 2013
53
146
Changelog - Updated from A10 to A11
- Now using Valves bzip tool to repack content for better compression!
- Added more logic controls to change the respawn wave time based on which area is being contested
| Previously the respawn wavetime was a static value of 2-4 seconds for BLUE & 8-16 seconds for RED
| Area A: Blue Respawn will be between 3-6 seconds while RED is between 8-16 seconds
| Area B: Blue Respawn will be between 2-4 seconds while RED is between 9-18 seconds
| Area C: Blue Respawn will be between 2-4 seconds while RED is between 10-20 seconds
- Clipped one of the covers on the path into Area C (I forgot this one)
- Clipped the mini-setup gates between Area B & C
- Added some woodplanks to the climbable make-shift prop barricades in Area B & C
| This is to make it more clear to the player that they don't need to jump
- Fixed a brush issue in BLUEs mainspawn where you could see a nodraw face (Another hard to find one)
- Respawn room visualizers coming into Area C from REDs first & second spawn rooms will no longer render
- Added more health & ammo for the side route leading into Point C to help BLUE push
- Increased the ammo & health on the main route pushing into C from small to medium
- Added medium ammo & health onto the higher ledge on the main route into C
- Added some area portals into the new vent route in Area B to improve performance
- Added another vent route in Area C that can be accessed by the side route into C
- Added an easter egg room into the map that'll open when BLUE caps Point C
- Fixed an overlay sign in Area A that points you towards Point A
- Fixed another nodraw face that was above BLUEs first forward spawn (which again, hard to spot)
- Reduced the high edict count in the level by converting certain brushes into world/detail brushes

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Glubbable

L2: Junior Member
Sep 1, 2013
53
146
Changelog - Updated from A11 to B1
- Implemented a skybox into the map that can be seen from BLUEs Main Spawn & Areas B & C
- Created the soundscape script for the map and implemented the soundscape entities
- Begun texturing most of the level and adding additional detail to the level
- Added an additional route in the vents at Area C to make it easier to exit
- Opened up space between the generators on the side route to C to make the vent more visible
- Fixed an issue where players could get stuck behind the small shipping containers at Point C
- Fixed a brush in REDs second spawn that was z-plane fighting with a model
- Begun merging certain brushwork together to save on brush space
- Doubled the fade distance values of the props inside the ambulance props
- Expanded the respawn zone on BLUEs main spawn into the side route from spawn
- Fixed blind spots in BLUEs vents from main spawn where the Engineer could build anything
- Changed the playerclips on the scaffolding props into bullet block brushes
- Moved the medium medkit from Point B further away from the point
- Control points will now directly change the respawn time when the point is capped by BLUE

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Glubbable

L2: Junior Member
Sep 1, 2013
53
146
Changelog - Updated from B1 to B2
- Continued to detail the level, now adding stuff into REDs spawn rooms
- Increased the delay for the mini-setup gates to trigger from 5 to 10 seconds
- Fixed an issue with a broken area portal in REDs second spawn room
- Fixed a nodraw face on one of the brushes at Point C
- Fixed a nodraw face on one of the hard to see brushes in REDs first spawn
- Fixed an issue where some brushes at BLUEs main spawn entrance were using old textures
- Fixed an issue where some spotlight props were floating
- Rotated the textures on the pillars of BLUEs main spawn so they don't blend in as much
- Prevented Engineers from being able to build on and inside the entrances & exits of the vents
- Halfed the push force at the top of the vent in Area C
- Changed the textures on the board signs in Area A & B to use something else other than wood
- Clipped the boards outside of BLUEs second forward spawn
- Changed the name of Control Point A from Main Entrance to Main Hall
- Changed the name of Control Point B from Shopping Wing to Expansion Wing
- Merged more brushwork to save on brush space for future detailing

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Glubbable

L2: Junior Member
Sep 1, 2013
53
146
Changelog - Updated from B2 to B3
- Fixed an issue where one of the one-way doors by Point C wasn't playing any animations
- Removed a bunch of point_spotlight entities to save on edict space
- Merged even more brush work together in order to save up space for future brushwork
- Lowered the height of the vent ceiling in Area B
- Changed the trigger for the vent openings to make it harder to peak through them
- Reworked some of the hint brushes in the map and added more area portals
- Disabled shadows on the foilage around the mall

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