Archive for August, 2009

[Map Update] cp_indulge_b6

I haven’t had a huge gamechanging bug slip past me for a few years, but hey, it still happens now and then.  My apologies.  Beta 6 is out.  I promise you won’t see me for at least a week :(

Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_cp_indulge/

BETA 6 CHANGES/FIXES:
-Fixed my error of not cloning the medium health pack at mid
-Made a small annoying circuit box at mid cp nonsolid

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[Map Update] cp_indulge_b5

Indulge has been updated to beta 5 changing some small but important gameplay elements.  Please update your copies of the map!

Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_cp_indulge/

BETA 5 CHANGES/FIXES:
-Moved the medium hp at mid slightly closer to the middle
-Middle building has windows on the sides now so excessive flanking options aren’t as widespread, players can see when someone is coming better
-Middle side buildings have gained some transparent windows as well
-CP2-3 connector building has a narrower path and a key arrow sign was added to help directions, this helps FPS and defines the area better
-Fixed up some clipping
-Optimized CP3 some more

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[Map Update] cp_indulge_b4

Indulge has been updated to beta 4.  Please update your copies of the map!

Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_cp_indulge/

BETA 4 CHANGES/FIXES:
-More detail added throughout
-CP3 glass above is more developed
-Cover added to CP1 main doorway to give a better choice for CP1 attackers on what way they want to approach without being picked off (sort of serves as 2.5 entrances but not quite)
-Archway on 2-3 connector developed and is now more realistic
-Cp1 cap time back down to default 2 seconds (from 3)
-CP1 has an additional exit stairwell from the lower level, mostly for those who get lost coming out of the spawn
-Directional signs worked on
-Removed the close resupply cabinet in Cp1 spawn to prevent easy point spam

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[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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[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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[Map Release] CP_Indulge_b1

Indulge is an original Sawmill themed 5CP map that uses height as a primary element around each control point.  I am looking for any useful feedback possible.  The best way to provide feedback is filling out the form on http://www.vilepickle.com/contact to email me directly.

Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_cp_indulge/

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New Map Progress Update

The new 5CP map is progressing nicely.  A beta may be approaching in the next week or so depending on how much time I have.  Then again, I may let it simmer for a while and make small changes on my own before I let anyone play.  Who knows :P

indulge_a_1

indulge_a_2

indulge_a_3

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Team Fortress 2 Beta

Valve has asked top clans to participate in a TF2 beta focused on improving 6v6 balance for leagues.  FakkelBridgade has the full story:

The project headed up by our great friend Robin Walker. The aim of this project is to get the competetive community to help fine-tune TF2 for competetive 6v6 play. We’re still at an early stage, nothing new has been introduced on the beta-client yet but the forums are up and discussions are already ongoing.

The first stage of the beta, as explained to us by Robin Walker. Will be to re-shape the sandman for future use in competetive TF2. This means we’ll be playing part of our normal match routine on the beta-client, behaving as we normally would. We all hope we can make TF2 an even better experience with this brilliant project!

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