Stiletto

CP Stiletto a3

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
Stoleo - Borneo, starting from a1 and taken in a different direction

During the A1 Gameday not too long ago, when we played a1 versions of popular maps, I brought up an interesting idea. Someone could take one of the maps we played, get the VMF of it, and go off in their own direction. Then, when the new version is as far developed as it can be, we compare both the new map and the original map to see how different they'll be, even though they started from the same first version.

So, I decompiled Borneo's A1 and made some changes. Here we are now.

Please, someone give me a better name than "Stoleo".

----

Cedits -
Heyo, for the original map file
@KubeKing, for hosting the gameday that inspired me
@Muddy, for proposing the gameday that inspired me
@Auwi, for the Pink Night skybox
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
Changelog from Heyo's A1

- Changed most of the textures. Some were to change the theming to Desert to help further separate the map from Heyo's. The rest were for team recognition or generic dev-texturing.
- Changed the skybox and lighting to that of @Auwi's Pink Night Sky
- Added patches under many pickups, using white patches under health. I may have missed some spots, so please tell me where!
- Centered an ammopack near BLU's first spawn.
- Removed an ammopack near BLU's spawn, as there was another incredibly close by and I felt it was redundant.
- Added the missing tf_gamerules, fixing some broken logic.
- Added a doorway into the large building connecting BLU spawn to A. This should make it easier for BLU to push forward to A.
- Moved some crates around both in the large building and just outside of BLU's spawn to make way for the new path.
- Lowered "the perch" overlooking BLU spawn by 32hu. This should help BLU combat enemy snipers.
- Removed a path behind A that went over the tunnel to remove sniper sightlines.
- Added a handful of fences overlooking "A" to help break up sightlines.
- Fixed BLU's forward respawn not starting disabled. This caused BLU players to be trapped until the first point was capped.
- Added a bevel to the (now team-colored) stripe on RED's base, because I think bevels are dope. I love 'em.
- Moved the dumptruck near B and added some crates around it to break up a sightline.
- Buffed the medium ammopack under RED spawn to a full, to help Engineers get their nests built sooner.
- Shrunk the medium ammopack on the RED sniper perch overlooking B, as there is now a large ammokit a quick dropdown away.
- Added spectator cams overlooking A and B.

Next update, I plan to fix RED's spawn, to makes it difficult for them to defend B, and possibly add a third point. I'm still on the fence about it. I also want to fix any odd lighting on any props.
 

red3pit

High on melancholy
aa
Dec 3, 2016
262
309
Brunei (name of one of countries on Borneo) sounds like a better name.
I also hope, that you'll make my least favourite official map better.
 

TwinMill

L2: Junior Member
Nov 2, 2017
52
28
Hey friend!
Decided to take some time and run around your map for a bit, and I have some thoughts.
Your scale is pretty on point which was something I was worried about when I first saw the screenshots. You seem to have a pretty good grasp on what the fighting space in TF2 is like. That said, there are two big problems this map has that I think could make it hard to play. Firstly, there is a lot of wasted space. Some of the areas are open with almost no incentive for anyone to be there, and also favors classes that excel at medium range combat. You could probably trim a lot of the fat off this map just by bringing everything closer together. Secondly, the sniper sightlines are enormous. There are multiple places on the map with well over 2000 HUs of sight, and into commonly traveled areas nonetheless. I have more details in this imgur album here: https://imgur.com/a/xsIeW
But there were a lot of things I liked about it, and given some more refinement could play very well!
As for names, I wish I could help. Brunei, like red3pit suggested, sounds like a good name to me.
Cheers!
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
I didn't go with his name suggestion.

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- Changed map name from "Stoleo" to "Stiletto".
- Removed the tire tracks throughout the map. I'm so sorry. They'll return when the map's layout is more final, I promise.
- Made the ramps to BLU's lower spawn exit 32hu bigger on each side.
- Moved a stack of crates near BLU spawn, as they completely discouraged a path that I wanted players to at least consider.
- Completely removed the cliff overlooking BLU spawn, as it was both wasted space and an overpowered sightline.
- Fixed a broken clip near A.
- Removed the cheeky message overlooking A point.
- Overhauled the geometry of and surrounding A. It should still have the same general shape, but should play much better now.
- Added a windowed wall in the upper room of the building between BLU spawn and A.
- Raised the tunnel by 64hu.
- Added a new path between A and B with a one-way door connecting the tunnel and the cliff building. It's purpose is to help attackers break up any strong holdings that RED has on the cliff.
- Added an experimental feature where the tunnel between A and B starts closed off. Capping A will open the doors. Testing will see if this is a good idea.
- Added props to the tunnel to help block sightlines.
- Reworked the crates and dumptruck between the tunnel and B to look cleaner.
- Removed the fences on the upper level of RED spawn.
- Removed the ramp to the upper level of RED spawn.

Those last two changes may seem odd to some people, and I wanted to explain my reasoning. I planned to reduce the ridiculous sightlines both A and B had in this version, but doing that requires a major overhaul of each area. Since I wanted to release an update before Christmas, I just reworked A and removed most classes access to the worst sightline of B.

There were a few more minor changes to the map, but I felt that they were either too unimportant to note, or I just forgot I made them. If I didn't address a major problem in the map or missed yout feedback, don't worry! I'm planning many more, larger changes to the map, so I'm putting out this small update now. Expect many layout changes, especially around B and RED spawn!

Read the rest of this update entry...
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
I didn't go with his name suggestion.

----

- Changed map name from "Stoleo" to "Stiletto".
- Removed the tire tracks throughout the map. I'm so sorry. They'll return when the map's layout is more final, I promise.
- Made the ramps to BLU's lower spawn exit 32hu bigger on each side.
- Moved a stack of crates near BLU spawn, as they completely discouraged a path that I wanted players to at least consider.
- Completely removed the cliff overlooking BLU spawn, as it was both wasted space and an overpowered sightline.
- Fixed a broken clip near A.
- Removed the cheeky message overlooking A point.
- Overhauled the geometry of and surrounding A. It should still have the same general shape, but should play much better now.
- Added a windowed wall in the upper room of the building between BLU spawn and A.
- Raised the tunnel by 64hu.
- Added a new path between A and B with a one-way door connecting the tunnel and the cliff building. It's purpose is to help attackers break up any strong holdings that RED has on the cliff.
- Added an experimental feature where the tunnel between A and B starts closed off. Capping A will open the doors. Testing will see if this is a good idea.
- Added props to the tunnel to help block sightlines.
- Reworked the crates and dumptruck between the tunnel and B to look cleaner.
- Removed the fences on the upper level of RED spawn.
- Removed the ramp to the upper level of RED spawn.

Those last two changes may seem odd to some people, and I wanted to explain my reasoning. I planned to reduce the ridiculous sightlines both A and B had in this version, but doing that requires a major overhaul of each area. Since I wanted to release an update before Christmas, I just reworked A and removed most classes access to the worst sightline of B.

There were a few more minor changes to the map, but I felt that they were either too unimportant to note, or I just forgot I made them. If I didn't address a major problem in the map or missed yout feedback, don't worry! I'm planning many more, larger changes to the map, so I'm putting out this small update now. Expect many layout changes, especially around B and RED spawn!

Read the rest of this update entry...
There is a clipping issue right by the first capture point.

20171222181507_1.jpg