Archive for March, 2009
[Map Update] cp_follower_rc1
Posted by Vilepickle in Team Fortress 2 Maps 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-The cargo crates at 2-3 have been replaced by a greenhouse of equal dimensions, opening up visibility slightly with see-through glass and becoming more visually exciting.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 Team Fortress 2 Maps 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 Team Fortress 2 Maps 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 Team Fortress 2 Maps 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.
[Map Update] cp_follower_b4
Posted by Vilepickle in Team Fortress 2 Maps on March 15th, 2009
CURRENT VERSION: BETA 4
The map has been updated on March 15, 2009.
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 4.0 CHANGES/FIXES:
General
-Removed the tall catwalk between CP2/3 near the cargo crates.
-Some general corners that needed clipping were clipped.
CP3
-Removed the lower right entrance to the middle area.
-Added an extension to the middle building above where the lower right middle entrance used to be. Modified the CP2-3 section to accomodate.
-Shortenened the width of the overall middle area.
-The above changes result in a smaller playing area for CP3 with more options for attackers (they can use the right side more effectively).
-Added a medium health pack to the left entrance into the middle area.
-Another building added to each side of mid to close excessive sniper lane and to make it feel less open.
CP 2/4
-Removed the lower flank entrance for attacking.
-Added another ramp accessing the upper level on the opposide side of where it is now for defense to accomodate the loss of an exit.
-Added small health on new defensive ramp up to help defense slightly.
-Overall, this point should be slightly easier to defend in 6v6 games.
CP 1/5
-Removed the small planks across the area and replaced it with a straight bridge.
-Added a small building near the CP for defense to hold that contains a small health pack. This tower puts defenders on equal height with the highest attackers.
-Shortened the length of the closest offensive building and made the cut off section a balcony. Defenders can use this balcony to help stop attackers up high.
[Map Update] cp_follower_b3
Posted by Vilepickle in Team Fortress 2 Maps on March 10th, 2009
CURRENT VERSION: BETA 3
The map has been updated on March 10, 2009.
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. There are many unique gameplay elements to the map that need testing, such as the flow of the various routes between CP2 and 3, CP3 itself, CP1’s openness, and other things.
Download/Screenshots at http://www.vilepickle.com/map/screens/tf2_cp_follower/ (official page for the map, includes 7z, zip, and bz2)
B3 Changelog:
-Many fixtures that looked reachable by skill jumps have been made solid.
Middle
-Medium ammo added on each side in the middle area.
-Small health added to the bottom of the middle.
-Small ammo added to the bottom approach to middle.
-The terrain under the bridge has been raised.
-A small inaccessible (to non-skill jumps) bridge now resides near the middle flank route to block some excessive sniper lanes.
-The size of the building interiors on each side of the middle is reduced.
-An extension has been added to the middle building where an excessively long sniper lane was available. This should also reduce the perceived size of the middle.
-The minor wood shacks on the sides of the middle have been lengthened slightly.
CP1
-Players at CP1 now spawn forward some to reduce travel time.
-CP1 has additional cover for defenders that provides some height.
-CP1 has a small ammo and health location for defenders since the resupply is far away and attackers are closer than normal when they enter.
-The control point itself now has some cover to avoid excessive offensive spam.
CP2
-The looks of the catwalk around the CP have been tweaked.
-The catwalk outside of CP2’s building no longer terminates inside CP3’s building, it terminates at the steps entrance to CP3’s building.
[Map Release] cp_follower_b2
Posted by Vilepickle in Team Fortress 2 Maps on March 7th, 2009
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. There are many unique gameplay elements to the map that need testing, such as the flow of the various routes between CP2 and 3, CP3 itself, CP1’s openness, and other things.
Download/Screenshots at http://www.vilepickle.com/map/screens/tf2_cp_follower/ (official page for the map, includes 7z, zip, and bz2)
Upcoming Map Screenshots
Posted by Vilepickle in Team Fortress 2 Maps on March 2nd, 2009
I’ve been working on a 5 CP map for a little while now. It is an original map that borrows some gameplay elements from Granary and Badlands, which is what many competitive players have been looking forward to in a custom map. Here are some early shots… I’ve pretty much finalized the layout since detailing has begun.
SS1: Facing towards the CP3 area, outside of CP2.
SS2: Looking at the CP2 building. This path should provide some interesting gameplay.
SS3: No-frills CP1. Similar to Granary with some changes.


