Archive for category Team Fortress 2 Maps

[Map Update] ctf_mercy_b3

CTF_Mercy has been updated to beta 3.

B3 CHANGES/FIXES:
-NEW FEATURE: Mercy rule.  When a team is ahead by 5 or more caps, the enemy flag gets disabled for 30 seconds after capture.  This should ease some competitive games that are complete blowouts typical to CTF
-Mercy rule will not affect close games or publics limited to 3 captures
-Long horizontal sightline across the middle health pack removed by rotating the doors on this building.  Also frees up room around that building by removing the cinder blocks.
-Skybox tree color darkened
-The route below the base is much more roomy now
-Below base route entrance extended slightly into the middle
-Flagroom entrance from spawn is much larger now, prevents some spam
-Can no longer have dispensers provide ammo through the wall behind the flagroom
-Flagroom window clipping tweaked to make passing the flag through harder
-Flag podium rubble visuals improved greatly
-Flag location on podium moved back some to get it further away from the main door
-Flag podium now has a railing on the end
-Further optimization

Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_ctf_mercy
(You can always find the latest version at this location).

,

No Comments

Finished TF2 Mapping

After my current project, ctf_mercy, I am done mapping for TF2.  It’s not worth it anymore, but it’s been fun.

,

1 Comment

[Map Update] ctf_mercy_b2

CTF_Mercy has been updated to beta 2.

B2 CHANGES/FIXES:
-Flag return timer increased to 20 seconds
-Spawn timers slightly increased, still shorter than stock
-Flag podium can no longer be built on directly, it has taken damage and is unsafe for building.  Sign added to indicate this.
-Flagroom flank window made more accessible with an additional branch for attackers on the bottom base route.
-More optimization

Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_ctf_mercy
(You can always find the latest version at this location).

,

No Comments

[Map Update] CTF_Mercy_a4

Update to Alpha 4!  I’ve worked on the visuals of the map and it has come out of its “orange” phase and is starting to look like a real map.  It’s still in alpha, so any aspect of the level is still subject to change.  Your feedback is important!

A4 CHANGES/FIXES:
(Still in alpha, anything can change)
-Major visual additions, much of the detail in the map has been added
-Flagroom tweaked slightly so the engineer position isn’t quite as powerful
-Some optimization added
-Most clipping added

Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_ctf_mercy
(You can always find the latest version at this location).

,

No Comments

[Map Update] CTF_Mercy_a3

Update to Alpha 3!  Fixes gameplay after competitive testing.

A3 CHANGES/FIXES:
-Middle health packs combined to one medium and placed in the middle center column, newly hollow
-Spawns have windows to see potential threats right outside the spawn easier
-Flag return time now 12 seconds, up from 11
-Far route into the base now has a 1-way door.  Still 3 viable ways out with the flag including front door, battlements, and behind the flag

Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_ctf_mercy
(You can always find the latest version at this location).

No Comments

[Map Release] CTF_Mercy_a2

Mercy is a simple CTF map meant to tackle the flaws of traditional CTF in TF2.  I figured another stab at CTF wouldn’t

hurt… can’t let everyone else have the fun.  Looking for playtesting and comments.

Features
-Small, very fast paced, reduced spawn timer
-11 second flag return timer
-Respawn with significantly separate exits, none in the path of the intelligence
-Several viable attack routes
-Bases that aren’t deep and intricate that result in stalemates

Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_ctf_mercy
(You can always find the latest version at this location).

No Comments

[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

,

No Comments

Indulge Final Release Date

Due to the extremely low amount of feedback in general and the overly positive reactions to cp_indulge_rc3, I think it’s time to wrap up development of the map relatively soon.  Assuming no major changes are introduced, I will be finalizing the map November 3, 2009.  This gives the RC3 build a month to simmer and (hopefully) leave a mark somewhere.  After that I really can’t let it sit there untouched.

Be sure to email me or post on the wealth of threads around (forums I post on are linked in the main links section) if you want your feedback heard.  Or post a comment here!

,

No Comments

[Map Update] cp_indulge_rc3

Indulge is still here and seeking playtests and feedback.  RC3 has been released, updating the map with some visual and gameplay updates.  Barring any significant gameplay shifts and feedback revelations, very little will change from RC3 to the upcoming final version.  That still doesn’t mean I won’t listen to any feedback.  Now’s your chance to see the map changed instead of a month after I’ve called it done.

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

RC3 CHANGES/FIXES:
-Spytech rockets added behind the initial spawn
-CP1-2 Connector room streamlined visually
-1-2 Saw room connector now has a half-path option added connecting to the lower CP1 area.  The exit to this is close to the current exit in terms of what can be seen and offers an alternative to a potentially spam-filled door that can currently be locked down too easy.
-Lowered saw damage slightly

,

No Comments

Domination - With Flags

I’m working on a newer game mode since Valve finally decided to add my request for OnPickupTeam1 and 2 to item_teamflags (it only took a year!).  I’ve basically finalized the entities of the mode.  It has the domination scoring setup with percentages, but contains only 1 flag.  It is similar to KOTH, but it has certain twists.

DOM_ w/ Flags Features:

  • 1 central flag that’s neutral
  • If a team holds for 25% straight, the flag automatically returns (warning at 5% remaining)
  • Team that reaches 100% domination points wins the round
  • Percentage increase by 1 when a flag is held every 6 seconds.  A full round would take ~10 minutes if one team held the entire time
  • Flag return time is 5 seconds

Obviously, a good map is key to bringing out the fun in this game mode.  A good centralized playing area will be needed, with an elevated flag that can’t be easily camped.  Spawns should be far enough away so they don’t play a huge factor in grabbing the flag and creating a huge fortified defense, but not too far.  The spawn doors should probably be higher up and not have a lot of ground around them so that they don’t breed that sort of gameplay.

I’ll release a prefab for this once I get the map done.  It would be nice to see more dom_ type maps.  The original dom_ prefab by TheBladeRoden is a bit messy because it includes a jail system and the one used in Canalzone is heavily modded.  This one is even more different.

, ,

2 Comments