vilepickle Lurker Posts: 84 Joined: Jul 2008 |
08-08-2009, 12:45 PM
[Map Release] cp_indulge FINAL 1.0
Finally final! Indulge is a completely original, Sawmill-themed 5CP map that is very fun on public servers. It does not stalemate as much as traditional 5CP maps on public servers, and uses height more than most 5CP maps. The map comes off the heels of my other 5CP map that has made it into many leagues. I consider Indulge to be a refinement of my experience on cp_follower, and playtesting has shown the map has a lot of variation and strategies. The development cycle was long, and there was plenty of time for anyone who wished to submit their feedback. I listened to everyone, even if they did present things that weren't implemented. Download/Screenshots: http://www.vilepickle.com/map/screens/tf2_cp_indulge FINAL 1.0 CHANGES/FIXES: -Fixed clipping bug at CP2 at the top of a building -Various lighting and detail tweaks -Made lamp outside from CP2 to CP3 solid to stand on -Made the CP1 route added in RC3 wider near the end -Made the CP3 - CP4 left side route more visible with arrow -Made health pack near CP2 more visible with decals -Made CP2 ramps around the point into steps (still act as ramps, visual change only) -Reduced saw "spinning" sound (it got a little annoying), the damaging sound is still full volume
(This post was last modified: 11-02-2009, 11:22 PM by vilepickle.)
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CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
08-08-2009, 01:05 PM
Screenshots look very nice, I'll put it on the slate for Tuesday
 Sig by Joel |
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Honest Ignoooore Meee, kupo Posts: 2,334 Joined: Sep 2008 |
08-08-2009, 02:04 PM
5 point CP maps give me a stiffy.
(05-10-2009, 07:39 PM)Radio Raheem link Wrote:in the straightest way possible i have to say honest is by far the best looking person here |
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SAVAGE-0 BRB, Posting Posts: 935 Joined: Sep 2008 |
08-08-2009, 03:09 PM
(08-08-2009, 02:04 PM)SUPER MACHO MAN link Wrote: 5 point CP maps give me a stiffy.watching dust accumulate gives you a stiffy honest... trust me... I'm a 2L |
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copulatingduck Following in Gordon's Footsteps Posts: 7,518 Joined: Apr 2008 |
08-08-2009, 03:17 PM
Ripped like paper raped with ease hey scrub nerd pyros suck on these |
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Versus My fursona is a blops attack dog Posts: 10,103 Joined: Mar 2008 |
08-08-2009, 04:40 PM
(08-08-2009, 03:17 PM)CopulatingDuck link Wrote: [quote author=SUPER MACHO MAN link=topic=3426.msg104760#msg104760 date=1249758289][/quote] |
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Wedge I make Reavers my Bitch Posts: 2,704 Joined: Apr 2008 |
08-08-2009, 06:11 PM
(08-08-2009, 04:40 PM)Versus-pwny- link Wrote: [quote author=CopulatingDuck link=topic=3426.msg104773#msg104773 date=1249762645][/quote] [/quote] (09-11-2008, 05:11 PM)Dave link Wrote:i would totaly ride that gay ass dragon thing. |
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Duck, Duck, Goose Guest |
08-08-2009, 06:21 PM
(08-08-2009, 06:11 PM)Wedge link Wrote: [quote author=Versus-pwny- link=topic=3426.msg104782#msg104782 date=1249767606][/quote] [/quote] [/quote] |
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Professor Funbucks Guest |
08-08-2009, 06:34 PM
(08-08-2009, 06:21 PM)NITROUS DOG MOBILE link Wrote: [quote author=Wedge link=topic=3426.msg104796#msg104796 date=1249773073][/quote] [/quote] [/quote] [/quote] |
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[fr31ns]Karrde The Handy Murse Posts: 2,655 Joined: May 2008 |
08-08-2009, 08:14 PM
(08-08-2009, 06:34 PM)Professor Funbucks link Wrote: [quote author=NITROUS DOG MOBILE link=topic=3426.msg104798#msg104798 date=1249773674][/quote] [/quote] [/quote] [/quote] [/quote] PYRAMID GO <+Karrde> welp, time to learn some basic patterning skills <@Negate> 12121212121212121212 <@Negate> there is a simple pattern <+Karrde> I changed my mind. Gonna cosplay as a gay demon from hell and get negate raped instead XD <+Caffeine`work> Karrde: Gay demon? Why would you need to cosplay just go as yourself <+FlyingMongoose> Caffeine`work: Karrde would actually have to tone it down some. |
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JoKeRRRRRRRRRRRRRRRRRRRRR Lurker Posts: 472 Joined: Jun 2008 |
08-08-2009, 11:06 PM
looks neat
was this made with 6v6 play in mind? |
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Benito Mussolini 1 More! Posts: 2,644 Joined: May 2008 |
08-08-2009, 11:59 PM
Quote:Karrde link=topic=3426.msg104815#msg104815 date=1249780494][/quote] [/quote] [/quote] [/quote] [/quote] [/quote] [move][glow=black,2,300] Vote Benito 2012  [/glow]                             ï@.[/move] |
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Radio Raheem BRB, Posting Posts: 1,306 Joined: Aug 2008 |
08-09-2009, 12:16 PM
(08-08-2009, 11:06 PM)JoKeRRRRRRRRRRRRRRRRRRRRR link Wrote: looks neat the only new maps coming with 6v6 in mind are waste,cauldron, gullywash, and furnace. waste is done as supposedly good. furnace is a gpit style which is supposedly good too |
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vilepickle Lurker Posts: 84 Joined: Jul 2008 |
08-09-2009, 12:28 PM
The map is built with comp in mind. Most of my top feedback for the next version I'm working on has come from high end comp players who played several games Saturday.
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Loqutus Lurker Posts: 143 Joined: Jun 2008 |
08-09-2009, 02:00 PM
Looks delicious.
Bulletproof. |
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Honest Ignoooore Meee, kupo Posts: 2,334 Joined: Sep 2008 |
08-09-2009, 02:04 PM
(05-10-2009, 07:39 PM)Radio Raheem link Wrote:in the straightest way possible i have to say honest is by far the best looking person here |
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Mr. Face Necrophiliamaniac Posts: 1,628 Joined: Dec 2008 |
08-09-2009, 06:11 PM
(08-09-2009, 02:04 PM)SUPER MACHO MAN link Wrote: [quote author=Loqutus link=topic=3426.msg104950#msg104950 date=1249844428] The map or the stiffy quote tree? <3 [/quote] I like the stiffy quote tree more Sticks and stones may break my bones (but -1s hurt forever ;_ |
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vilepickle Lurker Posts: 84 Joined: Jul 2008 |
08-09-2009, 09:00 PM
[Map Update] cp_indulge_b2
Indulge has been updated to beta 2 based on feedback this weekend. Please update your copies of the map! Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_cp_indulge/ Changelog: BETA 2 CHANGES/FIXES: General- -1st forward spawn makes it more obvious where to go upon exit. -2nd forward spawn location swapped with opposite team (now on your own site of mid) -2nd forward spawn respawn time reduced to somewhat accomodate increased distance (equals Badlands) -Saw volume reduced, damage down to 20 per tick (does not instagib) CP1- -Removed lower entrance to stop excessive back capping -Two resupply cabinets are now in spawn -CP area now more open and cover given to defense to compensate, point is visible from spawn now to prevent ninja caps -Cap time increased 1 second -Added a new ramp up to the bridge for ease of exit and another path out of lower area -Medium ammo added to a risky area down below CP2- -Cover added to Cp2 -Rearranged some health packs CP3- -Medium HP moved closer to the side building -Moved the concrete blocks near mid some to prevent the over excessive flanking (flanking is still pretty major though) -Reduced mid cap time 1 second since the CP is quite vulnerable |
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Professor Funbucks Guest |
08-09-2009, 11:44 PM
Looks like a pretty complex map...easy for spies to hide, right?
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vilepickle Lurker Posts: 84 Joined: Jul 2008 |
08-11-2009, 04:38 PM
[Map Update] cp_indulge_b3
Indulge has been updated to beta 3 because of the good amount of solid testing I've been getting. Please update your copies of the map! Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_cp_indulge/ BETA 3 CHANGES/FIXES: -CP3 Capture area increased to all of the center house floor -CP3 capture area now has a skylight to view attackers from above slightly better -CP2 to CP1 connector simplified -New ramp added to CP2 up to the ledge into CP1 -CP2 ledge to CP1 now has a small lip for players to stand on -HP around CP2 moved near the CP to help attackers hold slightly better |
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