Undying Event

CP Undying Event RC2c

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TanookiSuit3

L1: Registered
May 13, 2019
45
Sabotage - Two single control points, and a short and sweet rotation.

Sabotage is a capture the flag/control point hybrid map that takes place within a perculiar mountainside operation. Blu must grab, carry and deliver a bomb to a control point. Blu can only capture while the bomb holder remains alive, on the control point. If the bomb is dropped, it will reset back to blu's spawn barracks after 50 seconds.

Sabotage features two single control point stages, for a short but sweet rotation.
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
647
Loving the lighting and geometry in this, excited to see how it plays!
 
P

Prosciutto

another map thats going to be in the official scream fortress update
 
P

Prosciutto

also i would love if the assets of this map eventually gets released to the public
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,825
Here's some feedback:

20200905223536_1.jpg
-can pretty easily see that these eyes are just squares. Either push em back in the darkness or lower the lighting so the dark reaches lower to cover them up.
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-this is very pretty
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-why is the monkeynaught locker here? Doesn't make any sense with the map theme or location
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-this sight line looks problematic
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-invisible walls make me sad, and this is a REALLY big one. Give me a reason why I can't go through this massive open doorway, don't just say I can't.
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-the colored fog in this map is a neat idea but feels too prominent. Doesn't fit the TF2 art style at all imo.20200905223456_1.jpg 20200905223457_1.jpg
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-z fighting on these pillars
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-I know no one will really notice this but the fact that the wheels don't line up with track bothers me on a primordial level.20200905224104_1.jpg
-considering how nice other arches in this map, let alone this area are, these lil ones could use some more angles.
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-can get stuck in this props
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-misaligned texture
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-I feel like you could do something like lakeside/Egypt for these exits in the crypt to fit the theme better. Just having roll up garage doors down here doesn't make a ton of sense thematiclly.
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-reverting to normal size in this alcove after getting the spell that shrinks you causes players to die.
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-what in the world is going on here? Why is a dump truck pulling a train car with a container on it? Is it supposed to be an attempt at a semi truck or something? If so, FGD5's made some nice semi truck models that would make more sense. If not, this still doesn't make sense.
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-these pickups could use something on the ground to let people know they spawn here
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-clip these pillars
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-Did I mention invisible walls make me sad? Upward does this same kind of thing in blu's first spawn but gives a reason why players can't go that way while this doesn't.
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-sometimes the spells drac drops fall out sideways. Maybe try something like phys_keepupright to keep them upright.
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-I feel like these lil windows need to go deeper if they are going to be straight black in the back.
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-minor prop clipping
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-love this sewer level. Reminds me of Thief.
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-sometimes when I jump while going down this hallway, I get caught up on the ceiling pipes and it fully stops my momentum.
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-either clip the board or remove collision by making them a func_brush
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-really like all the vertical detailing in this map
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-the ceiling here is already really low, this pipe just exaggerates the issue.
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-the dirt stopping so directly on the edge here looks odd
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-I really, really dislike this and the other grungy textures throughout the map. Grungy stuff can be difficult to make look right in TF2 and all of this really does not fit the art style at all. With how much these textures are used throughout the map, I'd highly suggest taking another crack at them to make them fit more.
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-why do these windows reflect green when there isn't any green around them?
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-there's little indication that this is a one way door nor which side causes it to open. Some better indication with signage or...something would be good.
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-you use this shelf prop a fair amount in this map and I don't think that's really a good thing. Since it lacks any kind of variation in skins or prop placement, having so many clones are very obvious.
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-oh hey, more invisible walls.
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-There aren't any textures or anything inside Drac's mouth and lets me see all the way through the model.
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-There's nothing to indicate what in blu's first spawn is the spawn room and what isn't. Since the respawnroom entity is only in that room on the left, that means changing class anywhere else in this area kills the player. I was rather caught off guard when that happened. What makes it worse is that the resupply cabinet location makes me think the whole area is the actual respawn room, when it's not.
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-this map has a lot of harsh colored lighting which, while neat, leads to most of it not looking very TF2 like. I'd suggest toning it down some. Not removing it cause it is neat, just tone it down so it looks more like a TF2 map.
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-the metal sheet here clips through all kinds of stuff
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-The areas on the sides of this train car look large enough to walk down, but I can't due to more invisible walls. 2fort has something kind of like this with it's train but boards up the front of it so players don't try to go past it. I'd suggest something similar here.
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-I like the look of this area. The floor texture is a bit too grungy in my opinion but the rest looks great.
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-I really like the strewn about train cars. Helps get that "abandoned" feeling across. Like this place hasn't operated in a very long time.20200905223018_1.jpg
-gate clips through the tracks
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-why do I die when I capture a point? There's no real indication nor reason for it
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-can't help but feel like the rectangles on this gate should be signs
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-don't know what all can be done about this, but it would make more sense for Drac's jar to be vertically on a players back, like a backpack, opposed to horizontal.
20200905223904_1.jpg
-the ceiling here is already low, the door frame only makes it worse
20200905224840_1.jpg
-why the little drop down here? It needlessly hinders movement for anyone wanting to go back up.

Overall the map has some neat ideas. I'm not a big fan of invade CTF and many of the areas feel a bit cramped but I doubt that's something you'd be interested in improving at this point in development. The main thing about the map, to me, is all the harsh colored lighting and fog. While I agree that it looks neat it's just too much. It causes the map to feel like it's trying to be a different game. While TF2's artstyle has wavered over the years from the purity it had on release, this is just too much in my opinion.

Anyway I hope some of this helps someway. Best of luck :D
 

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TanookiSuit3

L1: Registered
May 13, 2019
45
Stage 1
-Optimized yard and rail platform performance
-Fixed Zfighting surfaces near the yard balcony buildings
-Minor adjustment to rain particle visiblity

Stage 2 -Added missing fencing to tunnel entrance
-Improved performance near entrance to tunnel

General -Optimized multiple areas
-Drac no longer kills players on round end
-Fixed missing drac spell
-Lowered overall amount of entities stored into ram (lower edicts solving server crashes)

Read the rest of this update entry...
 

TanookiSuit3

L1: Registered
May 13, 2019
45
GENERAL:

-Updated version to rc1a
-Performance improved on stage 1
-Edicts lowered further for low spec servers (and local servers)
-Fixed drac sounds not being properly packed
-File size of packed bsp reduced by 30~ mb
-Re-authored many textures for less contrast/visual noise

STAGE 1:

-Added a fence at blue spawn for stronger indication of player clip
-Lowered intensity of sprites on certain light fixtures
-Fixed misc bugs reported on tf2maps.net and in our bug thread here on the workshop page

STAGE 2:

-Fixed missing vfx on hanging braziers
-Added fill lighting near the first cap to help reduce contrast

Read the rest of this update entry...
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,825
More feedback cause why not:

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-floatin props in blu spawn
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-for the life of me I can't figure out where this red light on the ground is coming from
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-extremely stretched texture. Probably could hide it just by puttin a little wood wall between the beams
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-I can walk on this lil ridge. Dunno if that's a bad thing
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-pillar clipping into ramp
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-none of the wall torches have any fire particles even though they have orange light
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-While I feel like these textures are improved, they still seem a bit off. Maybe take a look at the frontline assets to help you get ideas on what can be done with them.
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-while this is better than nothing I feel you can do better. These wood fences don't make a ton of sense here since they are the kind where the posts go INTO the ground.
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-z fighting in this tunnel
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-z fighting on this scaffolding
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-the ropes on some of these hanging lights seem to be connected to the wrong starting point
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-I feel like this red light is a big harsh
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-if your dead set on having this traincar here then it should probably be on the ground instead of floating
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-the lighting in this tunnel doesn't hid this lil guys square all that well
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-is this supposed to be like this? It looks like a mistake but I'm not sure
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-visible no draw on the end of this light post
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-placing buildings here causes them to float and lets players see under things like the dispenser, which doesn't have a bottom texture so you can just see through it.
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-seam
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-seam
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-still z fighting on these pillars
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-clip the lip
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-idk if this is new or I just didn't notice it last time but blu being able to see into red spawn freely from this area could be problematic. Probably should make this one way windows.

And that's it for now. Overall I'd say improved from the last version. The lighting is less harsh along with the changes in textures help make it feel more TF2y than it did before. Also Drac's lines worked in this version, though he's still pretty quiet when he drops spells.
 

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Wilson

Boomer by Sleep
aa
May 4, 2010
1,378
EA6A6D75EFD2B35111AC3A5B203EDBF095966D8B

All the ropes at the finale are busted.

2B052889FD4ADB37BBDE279A6A5F7F6C87EC73EC

9BAA462A2CD0DDF6986279D802FB375DB4872B87

These trims on stage 1 are Z fighting pretty aggressively.

Also I had hard time understanding a single thing the announcers were saying, their voices sound like they are mumbling their lines and often get lost in the mix with all of the other sounds playing on the map.
 

Midlou

L4: Comfortable Member
Jan 12, 2016
172
Simply stunning! I can't describe how beautiful this map is. My wallpaper club just received a new member