Midwest

PL Midwest rc1a

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,002
1,311
-widened sentry window at B to make attacking a engie nest there easier
-tried to make blu shortcut to B more obvious
-closed stairs to catwalk above C to try and help defenders defend that point
-made ramp from same catwalk to the upper doorway make sense detail wise
-some detailing
-some lighting changes
-fixed clipping on tractor tires
-swapped forklifts to fgd5's recently released ones
-birds now explode when shot

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Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
Map crashed in the imp today, pretty early on. The server logs indicate that the map ran out of edicts. This is a bit concerning, as we only had like 16 players in the servers and the cart was only about halfway to A... typically you only get this error on a 24 or 32 player server with plenty of demomen spamming sticky bombs. You'll want to reduce the number of "active" entities in your map (i.e. anything not a func_detail or prop_static) as well as how much entity activity is happening (inputs/outputs, npcs (more applicable in singleplayer maps), etc.)
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
649
1,198
Class: ai_network (1)
Class: ambient_generic (52)
Class: env_fog_controller (1)
Class: beam (264)
Class: env_lightglow (24)
Class: dispenser_touch_trigger (1)
Class: env_shake (1)
Class: env_soundscape (127)
Class: env_spark (2)
Class: env_sun (1)
Class: env_sprite (8)
Class: env_tonemap_controller (1)
Class: env_wind (1)
Class: filter_activator_class (1)
Class: filter_activator_tfteam (2)
Class: filter_activator_name (1)
Class: func_areaportal (70)
Class: func_door (17)
Class: func_brush (96)
Class: func_door_rotating (1)
Class: func_button (7)
Class: func_lod (20)
Class: func_nobuild (1)
Class: func_occluder (8)
Class: func_tracktrain (1)
Class: func_regenerate (7)
Class: game_forcerespawn (1)
Class: func_respawnroom (4)
Class: game_round_win (1)
Class: func_respawnroomvisualizer (9)
Class: info_observer_point (4)
Class: info_particle_system (2)
Class: info_player_teamspawn (72)
Class: item_ammopack_full (1)
Class: info_teleport_destination (48)
Class: item_ammopack_medium (16)
Class: instanced_scripted_scene (2)
Class: item_ammopack_small (1)
Class: item_healthkit_medium (15)
Class: item_healthkit_small (2)
Class: mapobj_cart_dispenser (1)
Class: logic_timer (1)
Class: monster_resource (1)
Class: move_rope (21)
Class: path_track (215)
Class: phys_constraint (1)
Class: phys_bone_follower (45)
Class: player (1)
Class: point_spotlight (264)
Class: scene_manager (1)
Class: prop_dynamic (57)
Class: shadow_control (1)
Class: prop_physics (3)
Class: soundent (1)
Class: prop_physics_multiplayer (6)
Class: spotlight_end (264)
Class: team_control_point (4)
Class: team_round_timer (2)
Class: team_control_point_master (1)
Class: team_train_watcher (1)
Class: tf_gamerules (1)
Class: tf_player_manager (1)
Class: tf_mann_vs_machine_stats (1)
Class: tf_team (4)
Class: tf_objective_resource (1)
Class: tf_viewmodel (2)
Class: tf_weapon_bat_giftwrap (1)
Class: tf_weapon_pistol_scout (1)
Class: tf_wearable (4)
Class: tf_weapon_scattergun (1)
Class: trigger_capture_area (1)
Class: tf_weapon_spellbook (1)
Class: trigger_hurt (2)
Class: trigger_multiple (11)
Class: trigger_teleport (4)
Class: trigger_once (1)
Class: vote_controller (1)
Class: water_lod_control (1)
Total 1825 entities (0 empty, 1819 edicts)
Class: worldspawn (1)

Here's a dump of all the entities active with a single player on the map. This map would probably crash in a few minutes with a full server with this many active.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,002
1,311
-removed some custom content to reduce file size
-changed some lightmaps to help reduce file size
-added some more highground for attackers at C
-made one way door more obvious it's one way
-blocked sniper sightline at last where snipers could stand near spawn and defend while blending into the wall
-removed non resupply locker from first trade spawn to help ease confusing it with a resupply locker
-fixed seam under the track between A and B
-removed some props causing pop in around A

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,002
1,311
-clipping fixes
-removed some custom content to decrease file size
-some optimization improvements
-replace tall thin silo between A and B with a low roof players can jump on
-replace thin silo at C with a dead tree
-turned staircase between A and B to a dropdown to help stop red from using it as a flank route
-opened up window in window room at D to try and make it less akward
-replaced blu reactor particles with red ones made by Zeus3005
-edited displacements to fit the tracks better and remove gaps between them and the ground
-changed around respawn times when points are capped

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Zhiris

L1: Registered
Apr 26, 2020
29
18
I have your map version B8 running for 2 weeks on a Stop that Tank gamemode and it is a wonderful map for it!
The wide routes and multiple routes make it fun to play on.
Midwest_background.png

Thing I want to note out is that the background is missing a roof. (Lefttop in image, pic taken from BLU spawn)
It looks even worse when being higher up like jumping up or rocket jumping.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,002
1,311
-added upper defense area for red at B to make it easier to hold
-edited room in the building to the right of B to fit the new area
-minor detail changes
-raised overall skybox to help explosive classes not hit it
-clipping fixes
-added 3D skybox and all that entails
-adjusted some prop fades
-adjusted lighting at last
-adjusted open windows at last
-fixed wires at last clipping into walls n things

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