[Map Release] cp_indulge FINAL 1.0
Posted by Vilepickle in Team Fortress 2 Maps on November 2nd, 2009
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
CP_Follower In Alienware/Bigfoot Killer Edge Challenge
Posted by Vilepickle in TF2 Leagues on November 1st, 2009
I’m happy to see my map still being played with enthusiasm.
http://www.alienwarearena.com/event/killeredge
The map list for the Bigfoot Killer Edge Challenge:
Match 1: Schedule to play by the day of Thursday, November 26 - cp_well
Match 2: Schedule to play by the day of Monday, November 30 - cp_follower
Match 3: Schedule to play by the day of Thursday, December 3 - cp_freight (not cp_freight_final)
Match 4: Schedule to play by the day of Monday, December 7 - cp_yukon
Match 5: Schedule to play by the day of Thursday, December 10 - cp_granary
Match 6: Schedule to play by the day of Monday, December 14 - cp_gravelpit
Match 7: Schedule to play by the day of Thursday, December 17 - cp_badlands
Indulge Final Release Date
Posted by Vilepickle in Team Fortress 2 Maps on October 7th, 2009
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!
[Map Update] cp_indulge_rc3
Posted by Vilepickle in Team Fortress 2 Maps on October 3rd, 2009
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
Domination - With Flags
Posted by Vilepickle in Gaming, Map Discussion, Team Fortress 2 Maps on September 13th, 2009
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.
[Map Update] cp_indulge_rc2
Posted by Vilepickle in Team Fortress 2 Maps on September 11th, 2009
Indulge has been updated to RC2, further polishing the map and changing some slight gameplay factors.
Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_cp_indulge/
RC2 CHANGES/FIXES:
-CP1 saw side entrance now exits further into the CP1 area, extended exit has windows (should help prevent the spam lockdown of that entrance)
-Saw does a little more damage
-CP3 area elevated bridge cut to not impede rocket/grenade jumps
-Fixed minor visual errors around the map
-Made a light fixture solid near Cp3 for jumping
-Moved 1st resupply cabinet towards the center of the room slightly
-Fixed rain glitching through buildings in a few spots
-Added a wood plank to the CP1-2 connector “mini-spiral” to improve flow in that room
-Added supports to stone bridge
[Map Update] cp_indulge_rc1
Posted by Vilepickle in Team Fortress 2 Maps on September 4th, 2009
Indulge has been out for some time and has received positive feedback and lots of constructive criticism. I feel like it’s time to start wrapping up the map and by making it an RC things are much less subject to change. Still looking for any sort of feedback since it still isn’t in its final release form.
Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_cp_indulge/
RC1 CHANGES/FIXES:
-Relocated the 1st forward spawn off to the side but with the same travel distance for better flow
-Windows at mid building made smaller and look like they match better
-Cubemaps problem fixed (purple windows)
-Rain worked on so it’s in more places and not going through roofs
-Clipped doorframes at first spawn and other clipping
[Map Update] cp_indulge_b6
Posted by Vilepickle in Team Fortress 2 Maps on August 31st, 2009
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
[Map Update] cp_indulge_b5
Posted by Vilepickle in Team Fortress 2 Maps on August 31st, 2009
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
[Map Update] cp_indulge_b4
Posted by Vilepickle in Team Fortress 2 Maps on August 30th, 2009
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