pl_cliff edge

PL pl_cliff edge a7v2c

Billo

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Feb 8, 2016
921
405
guys about the map's future i have to say a few words.

i like where the map is going right now and i want to improve it.
i am happy with how it plays and stuff so i want to say that i will keep point A,B and C (C will see a change on the near future) and Change last for the 10th time, yes i know i changed it many times but i am doing this one last time because i feel last is not interesting to fight on and its the same with other maps so i have some plans about it.
After i launch version A5 i will import the map into Beta! yeah finally! i am developing this map since april i am pretty sure and i did the big changes to the map 2 months ago (changing all the points) so i want to finish this one soon and make a try for a halloween version. i have already the logic set up and what i need, now i want to detail some parts of it for the beta 1 and then start b1 for halloween version which will enclude : spells , skeletons , hhh , big eye as a boss , Hell itself , spooky version of the map and some other minor things.
thats all i got to say about the future of the map at least how i imagine it. thanks for everyone who supported me so far and here are some pictures from what i accomplished so far on A5 version. (its A redone blue spawn and i make point A a bit smaller)
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
I find it a shame that nobody's paying very much attention to this thread (judging by the lack of posts).
Nobody posts much in any map threads these days, ever since the feedback system made it easier to say everything that needs to be said during the test itself.
 

Billo

aa
Feb 8, 2016
921
405
guys i would like to update you about the map, on what i am going to do and stuff so i can get some feedback from you back and see what i can improve..etc.
firstly i take it back , i wont try to make a halloween version of cliffedge for this year cause i dont feel that the map is ready for a beta 1 this month so how on earth can i detail the whole map,add bosses,test it a couple of times , add an event or 2 and all these before 17 of october?
anyway currently what i want to do with the map is : improve point A , Improve Point B , Improve Point C , Redo Last.
About Point A i have redone the blue spawn and in my opinion it looks amazing now , i redesigned the building outside blue spawn which had a small balcony and now it looks and plays a lot better. as far what i want to do now with this point is that i want to make the waterfall flank more usefull. yes on the playtest we did some days ago many people used it , but i want it to be like a good option not something stupid or whatever. , about point B i think its pretty good so far but i could improve some buildings , make them better and stuff.
About Point C the Main room you see when you enter the building which has the cellar underneath i think its alright , it could be better but i am happy with it , the other room on the other hand where the cart goes in order to cap the point? yea that room. it looks ugly and you know, not even finished.
About Last Point i have some good ideas to make it more interesting and Smaller but still having enough room for some good fight.
I was thinking how about instead of the badwater , goldrush ..etc. hatch why not build a ramp which the cart goes up and then you drop it on a hole or something? and i think thats the way to go.
i will have some pictures under this post just to show my progress and i would appreciate if you guys gave me your ideas , thoughs etc.
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Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Nobody posts much in any map threads these days, ever since the feedback system made it easier to say everything that needs to be said during the test itself.
Pretty much this. It stopped happening when we switched from gamedays to impro sessions.

Great map my dude, The ramp looks like a fun addition to the end, it gives players that 'extra push to finish' hype, especially if it has rollback too.
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
Is the whole ramp a rollback?

The extra push to finish only really works if the ramp is set up like one in upward - the last bit of the track is a rollback zone, rather a rollback and a flat bit that can keep the cart on it.

Its good tho.
 

Billo

aa
Feb 8, 2016
921
405
the only rollback that the ramp is going to have is on the middle, where you are trying to push the cart upwards.
also i was thinking that the cart should blow up a mine or something , what do you think?
 

Billo

aa
Feb 8, 2016
921
405
Hey guys! a small update on the map.
i did some more work on last. i did like a new hatch for the cart to fall down. obviously it's temporary so it may change soon. ( i will upload more pictures soon, showing the progress of last and first point)
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About the ramp, there is a roll back where the cart goes upwards only. so that means when you managed to bring the cart to the top of the platform/ramp (where i am standing as pyro for example) the cart stays there until it rolls back by itself after 30 secs.

About the New Update improved Point A a lot and i am planning as i said to make the waterfall flank more usefull and make point A in general smaller and not sniper friendly.

About Point B i got some small changes and improvements planted. such as making the windows of the building bigger so it's easier to attack and destroy any sentries, also a negative change for engineers or in general for other classes who used the small crates on point B to jump on the roof and then on the building with the big windows? yea i almost got removed of them. well it's still possible to jump of there as a pyro with the detonator or the powerjag (thanks to it's speed) or just put a dispenser and then just on top.

About Point C i made the cellar door inside the building larger because some people such as myself had trouble destroying sentries owing to the door being too small. i want to make point C better as well and i will do exactly that on the next version A5.

About Last as i said i added the ramp ( the pictures you see are on a different map i got just to test things and stuff so i can build the last point without worrying for having leaks and stuff. i am planning to make the spawnroom exists to be lower in contrast to the normal level where the ramp starts. about the last buildings i want to give them a good use and make them more fun.

I will keep some parts of the old last such as the one building will have 2 big windows. now i think about it i will keep only that - lol.

after i am done with alpha ( i want to finish all the layouts and testing when i reach A10 - thats my goal anyway) i will release B1 and it is very likely to have my map playtested for highlander.

Anyway guys, thats all i go to say. The Reason i keep posting all these threads on this discussion is that i want to listen to your opinion about what i am planning to do and ask you guys about your opinion and i really thank you for you feedback! it was really helpfull and i really want this map to be one of the best ones out there. i think i learnt from my past mistakes and the final product won't disappoint you.
 

Billo

aa
Feb 8, 2016
921
405
Hey guys!
so i took an one week break from mapping in general but i am back now and i would like to show my progress so far, so i can get some resposes and maybe some feedback. Note ( i didnt do much, i will only show my progress on first point which i am hoping to finish today)
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So..... as you can see i did my own watefall because if i used the previous prop for the waterfall+flank it limited me and i couldnt do exactly what i wanted. so i said screw it i will just redo the flank and the waterfall thing in general and it looks promising so far.

Note: the screenshots that show the progress/how the area looks doesnt mean that i will keep everything as it is. i will obviously change/fix the shadows and issues i find.

About Last i did some more progress but i dont have much to show yet.
I want to make Last More fun in general and interesting and thats my goal for not only last but the whole map.

I appologise for repeating what i said on earlier posts but i feel that showing you my progress and thoughts is the way to go.
I fixed many issues with the map and made some important decisions with this version and i think you will like it.
 

Billo

aa
Feb 8, 2016
921
405
in this version :

Point A
* First point Was Improved.
* I redone the first blue spawn so now its an actual spawn.
* some buildings on point A were changed.
* The mining Area/flank of point A was redone.
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Point B.
* i did almost nothing.
* i just "painted" the displacements to look good.

Point C
* i redone the second small area on Point C building so now its not either empy nor boring.
* i connected last with point C - you will see what i mean if you test the map.
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Point D-Last
* Last Was redone for the last time. - i promise.
* instead of a big hole where the bomb falls is now replaced with a new ramp which has a role back zone.
* i kept some features from previous last like the building which red team have under and blue team can use if they are up ( the one which has windows) and i made it so the red team can go up there using the stairs now.


Some minor Fixes:
*Fixed being able to get up to some roofs - clipping problem
*Fixed being able to damage people using explosives on point C from the cellar, if you shoot up the metal platform you could damage enemies.
* fixed props being dark in some areas.
* now point C doors open and close not just open once. (prevents sightlines)
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Notes:
After 2 months, The new update- version of cliffedge is here!
i was very concerned about releasing it now, but i got some good advise by some people that i really thank them.
All in all i was worried that what i had wasnt very good, and i would disappoint some and yea thats it. I understand now that i need to test the map a few times to see what i need to do next and how i can improve it for the future. i really want to make this map one of the best out there and i hope i can succeed. To be honest i am not entirely happy with last right now. i dont like the building close to the tree, near the ramp because its flat and boring - at least for me. Sightlines is something that i am concerned and i will try to fix in the future.
Good News! i am not going to redo an entire point again! at least for this map. only a few buildings or small areas will get changed or redone thats it. As you saw i redone some parts of first point like the spawn and the mining flank which now i think looks really cool and suits the map better than the old flank. Down i will leave some pics from before and after so you can see what has changed in case you are wondering.
thanks so much for all the feedback you gave me, the great comments i saw and i really hope cliffedge has a bright future.


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after.png


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As you can see i did many changes to all the map and i really hope it was worth the wait. thanks and have fun :D

Read the rest of this update entry...
 

Billo

aa
Feb 8, 2016
921
405
Hey guys!
i would like to update you a bit about cliffedge.
on the next version (a6v2) i am going to update the map so the map works better ( more clip , better opt , fixed bugs,issues etc)
and after that i want to do some changes to last. as i said to the notes i am not happy with it and i have some better ideas to make it better.
I often get comments saying how this area looks like that map or how this could be like that and i have to say that nothing is 100% staying like i have them right now, their appearance may change and i may add or remove areas. for example last is going change in the future for the better of course. point B and C as well. I dont like some buildings i got such as the blue spawn 2 building And last point buildings+ red spawn.
also i removed scout from blue spawn (happy now? - jk). i just added him there to be something like a joke ( i often leave different "jokes" to my maps like on snowflake --> the santa cows , or the fancy cow on cliffedge or the scout at spawn.
anyway thats all i got to say for now if you got any questions etc. ask them below.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
This map has greatly improved over the months. I have to say that I'm impressed.

I wish I had been paying attention to this map sooner. The last time I played it was a few months back, during the v1 tests.

I'm not a fan of the constant impromptu test format TF2M has adopted in the recent months, as I don't like using Discord. I hope there's a scheduled gameday soon, because I just can not wait to playtest this phenomenal map!
 

Billo

aa
Feb 8, 2016
921
405
In this version:
* the scout on first blue spawn was removed. (happy now? jk)
*added more clipping
*fixed some general issues and bugs based on feedback
*the 2 main doors on Point C now only Open once like they used to before.
*a door on point C is larger now.
*light was added on last red spawnroom.

Note:
i wanted to release a small update like this one just to make the experience of playing the map a bit better while i am working on the map.
Thanks for all the great comments i received and feedback too.
As i said in a post i made nothing is going to remain as it is right now so last is going to change, point C is going to change a bit and B too. I am happy with A and C but that doesnt mean i wont do any changes to them.
So in the next version ( which will hopefully not take another 2 months ) to have a improved last which i feel its a lot better , some fixes to different points and the path from B--->C improved as well.
that's the goal anyway.

Read the rest of this update entry...
 

Billo

aa
Feb 8, 2016
921
405
Small update!
I am imporving things around the map.
fixed a lot of issues and i tried fixing the second red spawn on Point C . With a few words i just moved it somewhere else close to where it was. now when blue team caps spawn changes to the last.
i am changing last point again. I will keep the idea i have with the ramp and stuff butt i will follow your feedback and make last the right way. i am going to give more height around last point and try to give the last red spawn different height dis / advantages.
I am adding my map a lot of times for playtest so i get more feedback and be sure the new version worth it.
Also sorry for taking more than a month each time to update the map. i am really close to finishing the layout of the map and after a7 i am just improving things which means we are close to beta :D
I am really excited and thanks for all the help and support i got these past few months.
 

Billo

aa
Feb 8, 2016
921
405
After 56 days ( of not posting anything) i believe, i am back! :D

Hey! It's Me! Bill ... So.... you may be wondering what i have been up to all this time. Well lemme tell ya. I am not going to lie i was unmotivated to work on the map.I had no Ideas on what i should or Should not do and that is a huge problem for me Because i am in a dead end and not knowing what i should do. Anyway i did some work on the map and i need you to give me feedback and tell me your opinion about them cause that helps :D
First of all i am motivated to work on the map and i have a better idea about the new last i am making.
here is a picture of it so far
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I am going with dropping the bomb at a cliff so the name cliffedge is more acurate. + it's more interesting and fun in my opinion.
i am thinking about the right side ( where you can see the truss prop) i am thinking to have like a mine area ( like on first point ) where you can go under the ramp on this down area and be sneaky and stuff.
i am not 100% sure about what i will do with last but i will figure it out.

Moreover, i did a few more changes. first of all i improved third point by adding this staircase going up to the second floor so there are 2 ways of going up not just one. And also there is a doorway connection the new room to this upper area too.
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In addition, i took some time to clean the area up so it is more easy to work with.
Before
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After
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About Second point i Rebuilt the blue spawn. i tried experiementing a bit and what i made is not necessary the best but i want to see at least if it works better than before and do any changes accordingly.
Also, while i was watching a demo of my map's test someone suggested making this side route ( which is close to the cliff ) more usefull and sneaky for attackers so you are not forced to expose yourself but be able to both go up here and attack from the other way around.
Still i am not happy with the building i have circled. I will change it in the futute Based on feedback.
Καταγραφή.PNG

Lastly about First Point, i have to say i do like it a lot. But it never played like i wanted it. 90% of the times it's taken in less than a minute so i think that i need to do some changes to it. If you got any suggestions write them down to the comments.
In the next version i am going to fix any problems Point B,C Or D has and then focus on Point A Mainly. I will keep doing updates to this map until i feel like the gameplay is good enough and i am happy with how the map looks and plays.
Anyway that's all i have for now. sorry for remaining silent for so long and not posting any new updates for hmmm 1....2.....3 months?!?!212 damn.
I will return soon back to business with a new version of Cliffedge Soon. How soon? ValveTime Soon lol ( i will try this Week to finish it. if not this week the next for sure :0 )
 

Billo

aa
Feb 8, 2016
921
405
Hey!
Bill Here. I am back with some cliffedge news :D
I know its been like 6-7 months? but progress is been made. by the end of the month i am almost certain the new update will get released. For the Last time before the updates gets released i want to share my progress and ideas about the map.
First and foremost, Point C saw some big changes. I decided to go creative and use my own style to see how it goes. I really enjoyed working on The map for the first time in months which is really exciting for me. As I said i tried doing some creative stuff and I avoided repeating past mistakes while adding new stuff to the map so as to make it more fun and secondly to improve the gameplay over Point C.
I noticed than when blue passed the first area of the map, Red had zero chance of defending the second small area ( and also this area was really boring ).
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So what did the best mapper in the world do? ( its just a joke ) Well i decided to experiement with what works and what doesnt and in one week i managed to do the following
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as you can see A loooot has changed. I kept the old design in the first area but i got rid of what was the real issue.This is a screenshot from above. you can see all the rooms and how the map looks in another optical angle. You can see the that I had some text near the cellar flank. what i did is that I added another exit up there to the new room I made. At first the second exit is blocked ( like it used to be when there was no second exit) and it opens when the cart passes through this blue line. I have it like that because it would be stupid the entire team to be able to go behind Red that easily without even trying to push the cart wouldnt it? I also tried to make use of most space around C as you can see.
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Whats next you ask?
Well i am thinking a lot about the story of the map. I have come to an conclusion with some help from my friends. I am going with Red being Red they have as a cover the wine industry but behind the scenes , they are going to launch a rocket somewhere. Last is going to be kinda indoors and inside last everything would be spytech so as to give it a feel that something is going on around here.

Tell me what you think about the progress i made around Third and Also your opinion about the new last i am suggesting. More info about what I will do next in the notes of the Upcoming update.
 

Billo

aa
Feb 8, 2016
921
405
hey yo we got to go. It's me bill-man? Bill-boy? anyway.... After 8 months i have finally decided to release a7v2 which i have been working since december i think.
Here are the changes :

Point C has been kinda reworked.

CELLAR CHANGES:

* changed the cellar flank to be more viable. now inside the cellar there is a small room that you can hide - take cover if you have to.
* the exit and the staircase from the cellar has been widened so as to make the cellar a lot more viable and not a great place to get stuck and die or something like that lol.
* finally I added a second exit to the cellar which takes you to a new room red team has close to point C. ( the door starts closed. when blu team captures point B and gets inside point C they will notice a yellow duct tape thingy to the floor. if the cart passes it then the door will open.) note : ( i added this mark because previously when i had a second red spawn inside point C , people got confused when their spawn changed, so i added this small mark to avoid such confusion.)

Point C in general changes:

* previously point C was consisted of 2 areas. the big room that most people liked to play on,
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and this small area right here that nobody liked and was easily taken by blue team when they won the battle at the first area
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So i kept what made the first area fun to play on and i extened it from there.

* previously there were only 2 ways to get on top of the platform red team has. Now there are at least 5 ways to do it or more.

* previously there was a big wall that seperated the 2 areas i talked about. but thats not the case anymore. now its like point C is a big open area like i wanted it to be. ( and also there are many new sentry spots there and little cool jumps you can make )
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I made the "new second area red team has " more viable for all the classes and more fun to play on.
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Lastly i tried adjusting the pickups around better which applys for both Point B and C.


As far Last point is concerned I took a tough decision. I was trying for months to make something fun and unique to play on and i kinda got tired of it. i made i believe at least 3 different last points which i deleted afterwards because i kept getting stuck and not doing any work at all.
1.PNG help plz.PNG 20180105155241_1.jpg

After some headaches i decided to delete what i had and copy paste a previous last point i had which i didnt test that much but i felt it wasnt as bad as my previous attemp. As i result i can continue the development on the map with a clear mind and who knows i may come up with better ideas.

Before going to the notes i want to note something. ( heh heh get it? )
those 8 months i wasnt only trying to make a new last point but i was preparing a few changes to the other points as well. I tried making a new second spawn for the blu team since the spawn i had previously wasnt very good and i was making a new cliff area around. ( you can see what i mean to the picture below. But i couldnt make neither of them. the reason is simple , i would have to redone the building you see close to the cliff and that means delaying the release of that version even more.
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Notes : well i finally did it. i finally updated my map. i got to say i am very proud of my work around point C. A lot of creative thought was put in there. I remember working on point C for a week straight trying my best to figure out what should i do.

I feel kinda bad for taking so long to release a new version for cliffedge but i dont have any plans for doing something like that again anytime soon :D wink wink

what's to come you ask. well.... lemme tell ya. for a8v2 i am planing to rework point B a little and maybe point A as well. i have some really interesting ideas that i cant wait to put into use.

Read the rest of this update entry...
 

YOYOYO

50 crashes and counting!
aa
Jul 10, 2017
620
556
pl_cliffedge_a7v20000.jpg

Might have to do some repacking.
Otherwise, the final looks better, but I feel like the ground textures should be aligned more. Some alt mouse2 should fix that up.
 

Billo

aa
Feb 8, 2016
921
405
thanks for the feedback.
originally i just copy pasted an existing last i had made for cliffedge a year ago that i playtested once or twice so i can work on points A , B and C but i liked the gameplay of it yesterday a lot. i had a lot of fun playing it so when the time comes that i will rework last for the final time after i am done with the previous points ( A , B , C ) i will take out the things that dont work and keep what does work and go with a better idea.