Posts Tagged tf2
TF2 Low FPS Fix – Antivirus
Posted by Vilepickle in Gaming on January 4th, 2010
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
Remakes, Movies, and Video Games
Posted by Vilepickle in Gaming, General, Map Discussion on December 5th, 2009
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
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.
CP_Follower Used In TF2 FakkelBrigade Summer Cup
Posted by Vilepickle in TF2 Leagues on July 21st, 2009
The European folks at FakkelBrigade have decided to use cp_follower in their summer cup. Unlike a certain other closeminded European league, they did not dismiss the map immediately due to its similarities to the most popular competitive maps in the game.
Here’s their rotation, starting August 3rd:
cp_gullywash
cp_yukon
cp_follower
cp_waste
cp_resonance
cp_outlaw
cp_glacier
cp_furnace
STA League Season 6 Begins
Posted by Vilepickle in TF2 Leagues on May 11th, 2009
Stronger Than All TF2’s 6th season has started and four of my maps are featured in their schedule. Here are the dates that each map will be played:
Tue, May 19, 2009 ctf_chaos
Tue, May 26, 2009 cp_follower
Tue, Jun 9, 2009 cp_stag
Tue, Jun 16, 2009 dom_canalzone
It looks like Summer is kicking off with a lot of Vile maps
CP_Follower In ESEA Season 3
Posted by Vilepickle in TF2 Leagues on May 11th, 2009
CP_Follower has been scheduled in the ESEA league for the week of May 18th, 2009. This is the second map in their rotation, and I am happy to see Follower being used competitively. The ESEA schedule can be viewed here.
ESEA is a highly competitive TF2 league with most of the top teams in the world competing.
CP_Follower to be used in CEVO Tournament
Posted by Vilepickle in TF2 Leagues on April 28th, 2009
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.
[Map Release] cp_follower (final 1.0)
Posted by Vilepickle in Team Fortress 2 Maps on April 24th, 2009
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.
[Map Update] cp_follower_b5
Posted by Vilepickle in Team Fortress 2 Maps on March 16th, 2009
CURRENT VERSION: BETA 5
The map has been updated on March 17, 2009.
Beta 5 is released. I’m trying to finalize the gameplay aspects of the map through playtesting and have been rapidly releasing betas. Hopefully this is the last one for a little while for extended feedback. Some visual aspects are slightly less than par due to that fact, but they will be spruced up before long.
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.
Download/Screenshots at http://www.vilepickle.com/map/screens/tf2_cp_follower/ (official page for the map, includes 7z, zip, and bz2)
BETA 5.0 CHANGES/FIXES:
-There is now a dropdown exit from the middle building to help attackers overcome CP2-3 yard spam.
-There is a new plank from CP3’s balcony area to the CP itself. This allows more alternatives to the CP but is balanced with a risk of falling off.
-Cut off the overpass from CP 2-3. It no longer allows entrance from both sides. It drops off next to the hill entrance to CP3. This should make blind quick attacks to CP2’s flank less attractive.
-Added an additional cargo crate to the stack near the high CP2-3 entrance to stop excessive spam from the tops of the crates. It’s still possible to get on the other side via skilljumps.
-Removed some excessive clutter cover from the CP1 area to provide more room to work with for both sides.
[Map Update] cp_follower_b4
Posted by Vilepickle in Team Fortress 2 Maps on March 15th, 2009
CURRENT VERSION: BETA 4
The map has been updated on March 15, 2009.
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.
Download/Screenshots at http://www.vilepickle.com/map/screens/tf2_cp_follower/ (official page for the map, includes 7z, zip, and bz2)
BETA 4.0 CHANGES/FIXES:
General
-Removed the tall catwalk between CP2/3 near the cargo crates.
-Some general corners that needed clipping were clipped.
CP3
-Removed the lower right entrance to the middle area.
-Added an extension to the middle building above where the lower right middle entrance used to be. Modified the CP2-3 section to accomodate.
-Shortenened the width of the overall middle area.
-The above changes result in a smaller playing area for CP3 with more options for attackers (they can use the right side more effectively).
-Added a medium health pack to the left entrance into the middle area.
-Another building added to each side of mid to close excessive sniper lane and to make it feel less open.
CP 2/4
-Removed the lower flank entrance for attacking.
-Added another ramp accessing the upper level on the opposide side of where it is now for defense to accomodate the loss of an exit.
-Added small health on new defensive ramp up to help defense slightly.
-Overall, this point should be slightly easier to defend in 6v6 games.
CP 1/5
-Removed the small planks across the area and replaced it with a straight bridge.
-Added a small building near the CP for defense to hold that contains a small health pack. This tower puts defenders on equal height with the highest attackers.
-Shortened the length of the closest offensive building and made the cut off section a balcony. Defenders can use this balcony to help stop attackers up high.