Outlaw (Stage 1)

CP Outlaw (Stage 1) a19

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Mâché

Big Ferret
aa
Sep 7, 2015
381
Mache Multistage CP (Stage 1) - Stage 1: 2cp A/D in a retrofitted Old West town.

This yet-to-be named map will be the first stage in a series of three 2cp A/D stages set in an environment reminiscent of Upward, Whiterock, and especially Coaltown. The map as a whole will revolve around risky but ultimately familiar layout decisions/gimmicks, and will attempt to encourage camaraderie through important gathering areas, purposeful chokes, and somewhat generous health and ammo placement in certain areas.

Stage 1 is set in a Coaltown-esque Old West town that has not been totally abandoned, rather retrofitted for the people of TF2's time period, though the Gravel Wars have certainly put any plans to live/work/tour there on an indefinite hiatus. As an additional gimmick, when Point A is capped, a train will start traveling laterally across the map at a fixed interval. This train grants BLU a limited-time shortcut to B from their spawn, which they can also hop on top of at B to reach the capture zone quicker. The train will probably make reappearances in the later stages, but no guarantees.

Screenshots:
View attachment 157024 View attachment 157025 View attachment 157026 View attachment 157027 View attachment 157028 View attachment 157029 View attachment 157030 View attachment 157031 View attachment 157032 View attachment 157033

Assets Used:
TF2 Emporium Vehicles Pack (steam engine models)
Frontline Pack (bar tables and chairs)

Special Thanks:
Tumby: Helped out when the original vmf became corrupted and we had to decompile, and for figuring oout roughly how to make the train wheels animation and train speed match.
Pont: Provided several useful vmfs for reference as well as convincing me to switch to H++, and helping out with the vmf problem.
 

Mâché

Big Ferret
aa
Sep 7, 2015
381
Changelog:
A:
-Closed skybridge sightline window with glass
-Replaced perpendicular stairs in same building with a dropdown to reduce camping from RED
-Added cover to main death alley
-Increased cap time from 10sec to 12sec
-Capping starts the train timer after a 2 second delay instead of instantly
B:
-Fixed floating point hologram
-Added stairs to railing ledge in point building
-Redid routing to short highground roof across from RED spawn; now requires entry into the one-way door room (the one-way has been moved to the entrance door instead of the exit)
-Made slow vertical shutters in saloon a bit slower and moved the one closer to the point to the former one-way door location
-Raised up a rock to reduce confusion
General:
-Adjusted some packs
-Adjusted train timer to be slightly shorter
-Added point names
-(Hopefully) fixed train death triggers
-Brightened window textures that aren't on spawnrooms
-More I can't remember idk lol

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Mâché

Big Ferret
aa
Sep 7, 2015
381
Changelog:
-Made setup timer 5 seconds longer
-Redid skybridge on blue building to be lower and more open
-Added window room at A to make spamming main defense spots easier
-Redid connector from Red Shed building to roof of Red Bread building to be a room instead of a corridor (this room connects to new aforementioned window room as well)
-Fixed train death collisions (hopefully for real this time)
-Fixed fucked one-way door and added another slow door nearby
-uhhhhhhhhhhhhhhhhhhhhhhhhhhh

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Mâché

Big Ferret
aa
Sep 7, 2015
381
Changelog:
-Increased RED spawn time for both points
-Decreased A cap time to 9sec from 12sec
-Increased setup time from 65sec to 70sec to (maybe????) encourage forward-holding
-Added stairs back to weird short dropdown in blue building at A
-Removed disgusting crates near sentry spot on A
-Added gap above chickenwire parallel to main alleyway to make spamming RED sentry nest easier
-Added window to Red Shed building to make surprise RED attacks from it less effective
-Shifted windows in apartment building at A to make it more difficult to spam for RED and give BLU a better angle on the main sentry spot
-Yeeted balcony prop near Red Bread to remove weird unbased cover for RED (remnants of it are now buried in the gravel below)
-Adjusted garage building connecting A and B areas to make corner teleports somewhat less effective and hopefully make BLU spies more effective at taking them out, and to make it easier for BLU to use in general
-Fixed missing clip brush over Red Shed
-Added lights to skybridge on BLU to make snipers on it more visible
-Increased B cap time from 6sec to 9sec
-idk what else lol

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Mâché

Big Ferret
aa
Sep 7, 2015
381
Changelog:
The Train:
-Redid how the train works; instead of being summoned on a fixed timer once A is capped, the train is only summoned when the BLU team is trying to capture B, and has a cooldown, all of which indicated by colored lights:
--Red: The train is unable to be summoned at all; when A is capped, the light will turn Green, and won't turn Red again for the rest of the round
--Green: The train is able to be summoned; once someone on BLU touches B in this state, the train will arrive, and upon passing through the first gate, the light will turn Yellow
--Yellow: The train is on cooldown for 60 seconds, unable to be summoned in this state; once a minute has passed, the light will revert back to Green and the train will be available to be summoned again

The rest of the map:
-Made one of the windows in the saloon see-through
-Near the saloon window that wasn't made see-through, adjusted tables/stools to make hiding between them much less viable
-Made the space between the two train gates inside the gameplay space entirely indoors
-Replaced one-way door with another slow door (two-way once open) and adjusted staircase in connected room to be less chunky
-Shifted train gate at the very end of the track deeper into the building and added a small stairwell/boiler room connecting this new playable space to the building immediately next to B; this will hopefully give BLU players riding the train a better final destination when trying to assault the point
-Increased B cap time from 9sec to 12sec
-Removed stray medium ammo pack between RED spawn and B (both to compensate for some previous changes and to prepare for building Stage 2)
-Fixed clipping on shoddy wooden fences near BLU spawn
-Some other minor geometry and lighting tweaks
-Did some very very minor OOB detailing

If I can at the very least get B to play satisfactorily, I might begin work on Stage 2 soon(ish)! Stay tuned!

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Mâché

Big Ferret
aa
Sep 7, 2015
381
Changelog:
-Remade RED's spawn and spawn area such that its Spawn -> Lobby -> Outside rather than just Spawn -> Outside; this should hopefully make spawncamping both less of an issue, less viable, and not as necessary to cap B as it was before
-Additionally, added some space near RED's spawn and B cap zone to give RED an alternate exit and to prepare for the development of Stage 2 (also readded the previously removed medium ammo from the nearby area)
-Train summon cooldown reduced from 60sec to 30sec
-Made flashing train lights last longer for clarity
-B cap time reduced from 9sec to 7sec
-Made B cap zone wider and the platform its on slightly even wider
-Redid cover on B cap zone and on BLU highground roof to make cap zone sentry spot less nasty and more easily taken out
-Added much more direct staircase up to the cap zone; this combined with prior changes may open some bad sightlines for RED so we'll see how it pans out; slightly lowered the max height of the hill to B to make new sightlines less awkward
-Readded a gate to the outermost doorframe into the boiler room behind B that's closed when the train isn't going through
-Made vertical slow shutters much slower
-Readded BLU roof one-way gate
-Added cover fence near full packs behind B hill
-Removed gap in top of chickenwire wall at A
-Minor detailing stuff

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Mâché

Big Ferret
aa
Sep 7, 2015
381
Changelog:
-Pushed RED spawn back a bit to give concrete more room for both teams
-Decreased train cooldown again from 30sec to 20sec
-B cap time decreased from 7sec to 6sec
-Redid B roof place thing whatever again; is now a second floor (indoors) instead of a roof; features doorway parallel to tracks and a window facing the point with a shelf for cover
-Moved the one-way door yet again
-Reduced full health near B hill from to medium
-A lot of texturework/detailing out of boredom, mainly at A
-Cummy's Burgers left the game [disconnect by user]
-I don't remember what else I did lmao

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Mâché

Big Ferret
aa
Sep 7, 2015
381
Changelog:
-Added new staircase into full health/ammo corridor at A to give defenders more forward-hold potential
-Replaced cliff with health and ammo on hill leading to B with a shack with health and ammo inside it (the health has also been upgraded back to full cause why the hell not)
-Redid interior geometry of B building (next to cap zone) to be less jank and give attackers better avenues of attack, including a new all class-accessible balcony replacing the jump-accessible roof near the cap zone; this can be used both by attackers to get highground over B and defenders (snipers in particular)
-Once again moved one-way door to the doorway overlooking the train tracks instead of the lower door, also sealed the open window and removed the shelf from the room to give BLU a better foothold in the room
-Replaced staircase up to B for defenders with a gravel pile to make getting on B for both teams less cumbersome as well as (hopefully) reduce Heavy head-peak awkwardness
-Replaced cover wall w/ benches outside RED spawn with a small shack thing on stilts
-Added more Spy Shrubs™
-Increased setup time from 70sec to 75sec
-More detailing
-Brightened several areas
-Clipping fixes
-Other stuff I forgot lmao

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Mâché

Big Ferret
aa
Sep 7, 2015
381
-Added storm shelter route thing to B point house basement and extended the basement as a result
-Locked full health/ammo in shack on B hill behind a door that opens very slowly after A is capped, hopefully to deter defenders from abusing it
-Fixed things that I can't be fucked to remember right now

also meant to update the screenshots this version but i'm having a rough night and once again couldn't be fucked

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Mâché

Big Ferret
aa
Sep 7, 2015
381
Changelog:
-Updated map name from machems (dev name) to Outlaw (cool and based name)
-Slightly lowered RED respawn times on both points
-Train speed increased from 460units to 500units
-Altered blue metal building to have second-floor opening near main alleyway; hopefully this can finally encourage RED to hold forward a bit more
-Increased ammo near aforementioned changed from medium to full
-Added crate near stairs to main sentry spot at A to make a certain sentry spot less awkward for BLU to counter
-Added slow shutter to door connecting saloon to the concrete stuff leading to the one-way to encourage funneling through main rough more (this was originally why almost all of the doors on the saloon were slow doors, so this change aims to re-add this aspect of the saloon while still letting BLU enter it as soon as A is capped)
-Fixed a crack sightline over the train gates that let snipers snipe B from BLU's spawn yard (how the FUCK did I not find this sightline earlier??); this also fixes demos and such lobbing projectiles over the gates
-Map is now fully-textured (but definitely not fully-detailed, and many textures are certainly not final)
-Started actually prepping for Stage 2.
-No swimming

Nearly at a point where I can confidently start working on Stage 2! Please give me your thoughts, especially on B, so that this can happen sooner! <3

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Oct 15, 2018
190
This map looks really cool now with the detailing, It reminds me of the MVM maps a lot
 

Mâché

Big Ferret
aa
Sep 7, 2015
381
Truth be told I actually arguably did more work on the yet-to-be playable Stage 2 than the actual Stage 1 this changelog is for. Regardless,

Changelog:
-Redid the whole oneway door building thing;
--The two-story building (1st floor boiler room, 2nd floor windows and oneway door) is now just outside area with a little ledge with ammo
--Oneway door is now on the saloon itself where the doorway going into the 1st floor/boiler room used to be
--The train route now goes into a one-way corridor that routes underneath the terrain and into the basement of the side building; this change in particular will hopefully funnel more BLU players into the side B building
-Adjusted saloon geometry to compensate for previous changes (a sightline that wasn't an issue before got opened up by this change)
-Made B cap zone platform slightly longer for similar reasons
-Bumped up RED respawn time on A to their original amount and bumped up their respawn time on B to be slower than their original amount
-Work on Stage 2 has now properly begun
-Miscellaneous small edits and fixes
-Other stuff I can't remember

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Mâché

Big Ferret
aa
Sep 7, 2015
381
Changelog:
-More Stage 2 work (still not playable yet, but soonish??? idk)
-Redid some of the detailing on B, mainly RED spawn getting a texture overhaul (still not entirely satisfied with it as rn its kindof weird how separated it is from the other buildings, might give it a complete visual redesign later)
-Fixed shit shack on stilts on B having a roof that was terrible for BLU to spam
-Lowered RED spawn time on B from 10sec to 9sec
-Other minor fixes

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Mâché

Big Ferret
aa
Sep 7, 2015
381
Changelog:
-More Stage 2 work (almost ready!!!!)
-Added diagonal pipe just outside BLU spawn to allow BLU to get on top of train from another location
-Reduced full health and ammo in shack at B to mediums; made slow door on shack instead always open
-RED has been acting weird ever since they nabbed that base near the train line, what are they hiding?
-Added smallish packs in tracks just near basement at B
-Fixed some clipping stuff and some visible nodraw
-Detailing adjustments
-Other stuff I forgot, as usual

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Mâché

Big Ferret
aa
Sep 7, 2015
381
Changelog:
-Stage 2 is nearly playable! :D
-Removed ammo from the strong sentry roof at B
-Shifted the one-way door in the saloon such that projectile classes and others can more easily deal with sentries in aforementioned spot
-Completely redid the visuals on RED spawn (Gravelpit my beloved)
-Adjusted geometry of the concrete platform near the train tracks at B to make stickies placed on them less effective at trapping train riders
-Fixed goalstrings to mention the correct number of capture points and the means of calling the train
-More detailing stuff
-Added annoying fire alarm

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Oct 15, 2018
190
From what I played yesterday, the map looks really great but attacking B there was a lack of options - having the weird dustbowl tunnel was a good idea but I feel it became too isolated and the fact you can only get there when the train goes through (you have to be quick), makes it hard to use effectively.
 

Mâché

Big Ferret
aa
Sep 7, 2015
381
Changelog:
-Stage 2 is now live
-Redid saloon one-way area; saloon now has a second floor with a dropdown window as well as a dropdown directly into the one-way corridor that used to only be accessible when the train is going through the area
-Honestly idk wtf else I changed/fixed lmao, i can't rememberrrrrrrrrrr

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