Archive for April, 2009

CP_Follower to be used in CEVO Tournament

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.

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Common Map Criticism

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.

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[Map Release] cp_follower (final 1.0)

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.

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