[Map Update] ctf_mercy_b1

CTF_Mercy has been updated to beta 1.

B1 CHANGES/FIXES:
-Small detail updates
-There’s now an attacker-friendly 1-way window looking onto the defender’s sentry farm position
-Small wall-blocker added near defender flagroom entrance to stop new flagroom window from being spawncamp friendly
-Flag return time tweaked up slightly to 16 seconds
-Computer box in flagroom unclipped at the top

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

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[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).

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[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).

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[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).

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TF2 Low FPS Fix – Antivirus

There is a post on the Steam forums about increasing FPS in TF2 by creating an exception in your antivirus for the application cache folder that is accessed very frequently.  This looks very useful.

http://forums.steampowered.com/forums/showthread.php?t=1093560

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School’s out forever!

The BS in Information Systems is mine!  Now someone hire me :)

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Remakes, Movies, and Video Games

This movie article is a direct reflection of what happens in video games.  Having made several level remakes myself, it rings true:

http://www.hollywood.com/feature/Remakes_Reboots_and_the_Death_of_Original_Thought/5734395

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[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

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CP_Follower In Alienware/Bigfoot Killer Edge Challenge

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

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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!

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