Some people seemed to be up for this idea (though I was a bit vague with the details) and I've been meaning to do something with these maps for a while, so here it goes.
Starting today, I am going to be giving up the following old maps of mine for adoption (each are links to the original map threads):
Finally, no one user may adopt more than one map.
Anyways, here's what you'll receive if you get a hold of one of those maps:
Anyways, here were my original intentions with each map:
And that's all he wrote. If ya'll need me to clarify anything, let me know.
Until then, happy mapping.
~Paper
Starting today, I am going to be giving up the following old maps of mine for adoption (each are links to the original map threads):
pl_operandiAdopted by Suna- koth_redux
- pl_millhill
- ctf_wichita
ctf_apolloAdopted by Sono- cp_atrium
- ctf_pogger Reclaimed, renamed to Parabolic
pl_paperstage1Adopted by zythe- koth_illinois
- dom_weir
- Be a donator
- Be a veteran
- Be a staff member
- Be a proven adequate map-maker
Finally, no one user may adopt more than one map.
Anyways, here's what you'll receive if you get a hold of one of those maps:
- The current vmf and all of the previous vmfs
- As many playtest demos as I can find
- Links to the feedback.tf pages for each version
- Any notes I happened to keep while developing the map
- List of the custom assets used (this one might be tricky; if you get the map and find missing assets, I'll try my best to figure out where they're from)
Anyways, here were my original intentions with each map:
Operandi was my 4th attempt at payload. It started with me wanting to make a Process-themed payload map, as I felt like that combination of theme and gamemode hadn't been used a lot and I wanted a theme that would be easier to detail. The name, in fact, is derived from the Process theme; the term modus operandi, or method of operating, could be loosely synonymous with a process.
Gameplay-wise, my original intent was to make a smaller-scale map with an emphasis on re-using space and more strictly controlling player's movement. As development progressed, however, my original style of restricting movement lead to having way too many dynamic elements (doors, mainly), cramped gameplay, and awkward geometry, especially on A with its incredibly weird U-turn setup, shortage of routes for BLU, and even worse flow for RED, especially after adding a """forward spawn""" for just that point. It looked nice enough, and even managed to get featured on the site (as well as showing up throughout ArraySeven's mapping video, albeit in an early version), but I am not proud of it. I'm proud that I was able to get it as far as I have, and of the detailing in it, but I'm not proud of the product as a whole.
Gameplay-wise, my original intent was to make a smaller-scale map with an emphasis on re-using space and more strictly controlling player's movement. As development progressed, however, my original style of restricting movement lead to having way too many dynamic elements (doors, mainly), cramped gameplay, and awkward geometry, especially on A with its incredibly weird U-turn setup, shortage of routes for BLU, and even worse flow for RED, especially after adding a """forward spawn""" for just that point. It looked nice enough, and even managed to get featured on the site (as well as showing up throughout ArraySeven's mapping video, albeit in an early version), but I am not proud of it. I'm proud that I was able to get it as far as I have, and of the detailing in it, but I'm not proud of the product as a whole.
Redux is a literal redux of an earlier KOTH map of mine, Ordinance. It takes place in a rocket silo in the badlands, with the rocket actually cutting through the capture zone to form a point that has a giant cylinder in the middle. My intent was to have a point in a large indoor area with an emphasis on having a lot of highground to work with such that things were generally at least slightly tipped in offense's favor, though I don't think I pulled it off quite well, at the very least not as well as the original Ordinance.
Millhill was a much more recent attempt at payload where I attempted to get really brazen with some of my design choices. A big twisty cave that'd need some serious displacement work later, large swaths of things on angles, an elevator in the middle of the map, a weird spawn that turns into a route, and many other weird things. I had ideas in mind for making things less awkward and more streamlined, but I just don't feel like it with this one. I do like the map and its concepts, but I'm just not feeling it anymore.
Wichita was the map that I ended up submitting for the Pick-it-Up contest. It's yet another Chin-style CTF, though I think the way that I went about implementing it is actually one of the weakest parts of the map's design. Speaking of which, there were a lot of rapid and massive changes to said design, and I somewhat feel like I overall made the map worse as I went along. I restricted myself in weird ways that ended up crippling the map overall, and I'm disappointed in it.
This was originally going to be my entry to Pick-it-Up, but I ended up abandoning it after only a couple of version due to being in way over my head with the logic. It originally tried to be a CS:GO-style defuse map, where BLU takes the intel from their spawn, delivers it to one of the "bomb sites," and then has to defend the site for a bit, while RED of course has to either prevent the site capture or retake the captured site. One thing lead to another, and I ended up trying to convert it to some kind of weird gravelpit/invade CTF hybrid monstrosity that had even worse logic problems. I think I gave up on this one too early, there's a lot of brushwork that I enjoy, but I made a beast, and it needs to be tamed by someone better than me.
Atrium is weird. It's a 2cp A/D inspired by a section from the game INSIDE. The map takes place in a massive underground ravine/cavern thing. BLU captures the first point to open a massive door leading to RED's main base, where the second point resides on a giant contraption of unknown purpose over a deathpit. I think there's a lot of potential for really unique visuals here, I just don't think I'm equipped to handle them alongside this map's numerous gameplay issues.
Pogger was my first attempt at CTF, and ended up being surprisingly adequate. It's another Chin-style map, this one designed in a sort of figure-8 shape, with spawns residing off to the side from the large, open intel "yard," as opposed to being a smaller, closer-knit intel room. Picking up the intel causes one of the flank routes to close off (the other route beside it being one-way anyways), forcing the intel carrier(s) to having to take the long way past (or even through) the enemy spawn to escape. At lot of people actually seem to like this one, though it definitely still has issues. This map might be the only one I actually regret orphaning, but I've got too many things on my mind. Sacrifices have to be made.
paperstage1, as the name suggests, was intended to be the first stage in a three-stage payload map, starting at a lumber mill thing at the base of a mountain (a mountain that would've served as the map's centerpiece). Stage 2 would've been a climb through the innards of the mountain, and Stage 3 would've been going along the snowy cliffs of the upper regions of the mountain before entering a final spytech area back inside the mountain. Of course, Stages 2 and 3 never came to fruition, but oh well. This map also has an unusual fixation on unique hazards, with the first point featuring a running saw, and the second featuring a grinder directly next to the cart path. Another example of me getting in way over my head.
Illinois was my submission for the Back to Basics contest, and ended up scoring 2nd place in the symmetrical category. The funny haha gimmick of the map is that the point has a deathpit right in the middle of it, similar to one of the stages of Overwatch's Illios, hence the name of this map. It's certainly an ok map, but has a lot of issues. The lobbies between spawn and the mid are easily the weakest parts of the map, and the main gimmick, while fun(ny) at the time (especially when the map first released), isn't really utilized to its fullest potential. I will argue to the death that keeping it a death pit is of utmost importance, but I can't stop anyone from changing that if they pick up the map themselves. I'm definitely proud of this one to some degree, but it has issues that I just can't be arsed to fix myself.
Weir was my original Back to Basics map before I switched to Illinois, and good thing too, as Weir is definitely...weird. It switched from being a standin-style map with 2 points, to some weird 2-KOTH variant, and now I don't even know what to call it. It's interesting, but it needs a lot of fixing. Not a whole lot to say about it other than that. For some reason, I also streamed nearly my entire dev process of the A1, and even made a timelapse of all the streams. Not relevant to how the map actually plays, just a fun fact.
And that's all he wrote. If ya'll need me to clarify anything, let me know.
Until then, happy mapping.
~Paper
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