CP_Follower Used In Ozfortress 6v6 and CFL
Posted by Vilepickle in Team Fortress 2 on May 26th, 2009
STA League Season 6 Begins
Posted by Vilepickle in Gaming, Team Fortress 2 on May 11th, 2009
Stronger Than All TF2’s 6th season has started and four of my maps are featured in their schedule. Here are the dates that each map will be played:
Tue, May 19, 2009 ctf_chaos
Tue, May 26, 2009 cp_follower
Tue, Jun 9, 2009 cp_stag
Tue, Jun 16, 2009 dom_canalzone
It looks like Summer is kicking off with a lot of Vile maps
CP_Follower In ESEA Season 3
Posted by Vilepickle in Gaming, Team Fortress 2 on May 11th, 2009
CP_Follower has been scheduled in the ESEA league for the week of May 18th, 2009. This is the second map in their rotation, and I am happy to see Follower being used competitively. The ESEA schedule can be viewed here.
ESEA is a highly competitive TF2 league with most of the top teams in the world competing.
CP_Follower to be used in CEVO Tournament
Posted by Vilepickle in Gaming, Team Fortress 2 on April 28th, 2009
CEVO announced during beta stages that they would be using CP_Follower in their OCZ $2500 tournament:
- Maps are cp_well, cp_granary, cp_badlands, cp_gravelpit, cp_freight, cp_follower, cp_yukon (Map Rotation: TBA).
Read the full thing here.
Common Map Criticism
Posted by Vilepickle in Maps, Team Fortress 2 on April 26th, 2009
Here are some common level criticisms that I personally hate.
1. It’s too big.
Guess what? It’s not always too big. I get this a lot when in fact it is NOT too “big” (whatever your definition of big is). Sometimes it might actually be too big. Then again you have to define “it” and also define “big” to make any sort of sense. Because you don’t make sense if you just shoot the comment out there. You also look stupid.
2. It’s too much like X
If it’s a mapping project that’s fairly involved, the author probably knows.
3. It’s a port
So? Valve ports maps too.
4. Since it’s a port, it’s not suited towards TF2.
Valve ports maps. The maps they port GET suited for TF2. Anyone blindly porting is destined to fail anyway.
5. I get bad FPS
This depends on whose map you’re playing. If you’re playing one of my maps, you need a new computer. I don’t make anything that runs worse than Valve maps. If you actually do get bad FPS, say where. It might actually prove to be slightly useful feedback.
[Map Release] cp_follower (final 1.0)
Posted by Vilepickle in Maps, Team Fortress 2 on April 24th, 2009
CURRENT VERSION: FINAL 1.0
The map was updated on April 23, 2009.
After several months of playtesting an feedback, cp_follower has finally reached final 1.0! This release signifies a significant milestone, but it does not mean all development has stopped. If something is discovered, a fix will soon “follow”, but that should not happen due to the amount of testing the map has gotten.
Follower is an original 5-point CP map influenced primarily by Granary and Badlands. The map is intended for a competitive setting first, though it should be fine for public servers as well since it is modeled closely after official Valve maps.
Download/Screenshots at http://www.vilepickle.com/map/screens/tf2_cp_follower/ (official page for the map, includes 7z, zip, and bz2)
FINAL 1.0 CHANGEs/FIXES:
-The steep slopes on each side of CP3 have had 2 rocks added to make their existence more clear (players sometimes got hung up).
-Small ammo added to lower 2-3 connector area.
-Small graphical errors fixed.
-Middle area optimized further.
-Slightly reduced the size of the sniper room looking out into the CP1 area so snipers weren’t quite so powerful while far back in the room.
-Increased the width of the CP1 platform from the right sniper room so it blocks more of the lower CP1 area when snipers are inside the actual room itself. This should force them to expose themselves more to get better shots.
-Added a small basketball-themed section to the first spawn areas.
-Clipped railroad tracks at mid better.
-Removed a hiding spot at lower mid Cp that could hide a scout for back-caps too easily.
-Small ammo added to mid on/near CP.
-Fixed the CP’s on the HUD capturing backwards.
[Map Update] cp_follower_rc1
Posted by Vilepickle in Maps, Team Fortress 2 on March 27th, 2009
CURRENT VERSION: RELEASE CANDIDATE 1
The map has been updated on March 28, 2009.
Release candidate 1 fixes some minor issues, adds visual flair, and adds more optimization. This release is stable and is very close to final barring any unforseen problems.
Follower is an original 5-point CP map influenced primarily by Granary and Badlands. The map is intended for a competitive setting first, though it should be fine for public servers as well.
Download/Screenshots at http://www.vilepickle.com/map/screens/tf2_cp_follower/ (official page for the map, includes 7z, zip, and bz2)
RC1 CHANGES/FIXES:
-Detail added in various spots around the map.
-Optimized the map further than it already was.
-Fixed an issue where scouts could doublejump and get stuck on garage doors when they open.
-Removed the small health on each end of middle’s trains since there was already an excessive amount around middle’s other locations. This should makes scouts slightly less lethal near the center CP and make them choose to go in or stay near the outer rims.
-The cargo crates at 2-3 have been replaced by a greenhouse of equal dimensions, opening up visibility slightly with see-through glass and becoming more visually exciting.
-Swapped small and medium ammos on the CP2 flank with the CP2 overpass. This should force anyone building a sentry at CP2 to walk slightly further for the larger ammo pack or risk exposing themselves on the bottom level of CP2 for that medium pack.
CP_Follower Trash Talk
Posted by Vilepickle in Maps, Team Fortress 2 on March 20th, 2009
For your viewing pleasure I am compiling a list of comments about how my latest map, cp_follower, is similar to Granary and Badlands. It’s not like I have any problem being inspired or porting map layouts that are not mine, but some people seem to think it will weigh down my conscious some day. How wrong they are. If you’re thinking of adapting layouts in fun and creative ways (and not directly ripping anything from Hammer of course, that would actually be bad), you may wish to view my compiled list of comments, updated frequently.
Names are unedited, because I don’t edit my name either when I post things on the Internet.
[Map Update] cp_follower_b6
Posted by Vilepickle in Maps, Team Fortress 2 on March 18th, 2009
CURRENT VERSION: BETA 6
The map has been updated on March 18, 2009.
Beta 6 fixes a pretty serious balancing issue from previous betas where blue had a shorter spawn time than red as long as they held their own CP2. I’m going to try and keep release count low after this one. Hopefully the next version will be a release candidate provided the spawn timer fix keeps the map balanced.
Follower is an original 5-point CP map influenced primarily by Granary and Badlands. The map is intended for a competitive setting first, though it should be fine for public servers as well.
Download/Screenshots at http://www.vilepickle.com/map/screens/tf2_cp_follower/ (official page for the map, includes 7z, zip, and bz2)
BETA 6.0 CHANGES/FIXES:
-Fixed a spawn timer mixup on Blue CP2 that reduced Blue’s spawn timer when they held their own CP2, but didn’t reduce Red’s timer when they took Blue CP2. This should make teams completely balanced, and this mistake could have a large effect on overall gameplay.
-Made some more lights solid to jump on.
-Unclipped a ledge at mid for players to stand on above a doorway.
-The CP1 wall has been removed since it was unneeded.
[Map Update] cp_follower_b5
Posted by Vilepickle in Maps, Team Fortress 2 on March 16th, 2009
CURRENT VERSION: BETA 5
The map has been updated on March 17, 2009.
Beta 5 is released. I’m trying to finalize the gameplay aspects of the map through playtesting and have been rapidly releasing betas. Hopefully this is the last one for a little while for extended feedback. Some visual aspects are slightly less than par due to that fact, but they will be spruced up before long.
Follower is an original 5-point CP map influenced primarily by Granary and Badlands. The map is intended for a competitive setting first, though it should be fine for public servers as well.
Download/Screenshots at http://www.vilepickle.com/map/screens/tf2_cp_follower/ (official page for the map, includes 7z, zip, and bz2)
BETA 5.0 CHANGES/FIXES:
-There is now a dropdown exit from the middle building to help attackers overcome CP2-3 yard spam.
-There is a new plank from CP3’s balcony area to the CP itself. This allows more alternatives to the CP but is balanced with a risk of falling off.
-Cut off the overpass from CP 2-3. It no longer allows entrance from both sides. It drops off next to the hill entrance to CP3. This should make blind quick attacks to CP2’s flank less attractive.
-Added an additional cargo crate to the stack near the high CP2-3 entrance to stop excessive spam from the tops of the crates. It’s still possible to get on the other side via skilljumps.
-Removed some excessive clutter cover from the CP1 area to provide more room to work with for both sides.