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CP_Indulge, New Map
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#21
08-13-2009, 03:57 AM

(08-08-2009, 11:59 PM)Benit-DOG MOBILE-ini link Wrote: [quote author=[fr31ns]Karrde link=topic=3426.msg104815#msg104815 date=1249780494]
[quote author=Professor Funbucks link=topic=3426.msg104801#msg104801 date=1249774491]
[quote author=NITROUS DOG MOBILE link=topic=3426.msg104798#msg104798 date=1249773674]
[quote author=Wedge link=topic=3426.msg104796#msg104796 date=1249773073]
[quote author=Versus-pwny- link=topic=3426.msg104782#msg104782 date=1249767606]
[quote author=CopulatingDuck link=topic=3426.msg104773#msg104773 date=1249762645]
[quote author=SUPER MACHO MAN link=topic=3426.msg104760#msg104760 date=1249758289]
Honests give me a stiffy.
[/quote]
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vilepickle
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#22
08-23-2009, 12:23 PM

*bump* Still looking for any kind of feedback.  It's really slowed down.
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#23
08-23-2009, 12:55 PM

(08-23-2009, 12:23 PM)vilepickle link Wrote: *bump* Still looking for any kind of feedback.  It's really slowed down.

From the few times Ive had a chance to play it, I really like the design on the last two points. the last one has a lot of angles of attack, no one killer SG spot, and its not too difficult to push back to the second point.

The middle seems a bit cramped to me, and I don't personally like it, but I don't see any glaring design issues with it. I've stuck it on rotation and haven't gotten any complaints so far.

I think really the only things at this point are tweaking spawn timers a hair (maybe a tad quicker when all you have left is the last point), and aesthetics. For some reason I feel like it should be more visibly raining or thundering, not sure how TF2 would handle things like that though.


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vilepickle
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#24
08-23-2009, 01:18 PM

Thanks.

From what I've seen I sort of like the middle.  I haven't seen a whole lot on b3 but I hope that the skylight lets medics see if someone is going to flank them easier since I agree that was an issue.  I personally would rather have the middle slightly cramped considering the comments with Follower saying it was too large (I've gotten plenty of comments about this actually being too large too).

I want to use more rain in some spots but Valve's rain goes through ceilings so it's sort of an issue.  I could use proprietary rain but I think it spits console messages and I'd rather use all of my own content.
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#25
08-23-2009, 05:45 PM

From what I've discovered playing with it, the middle seems a little hard to hold, but maybe that was your intention. Otherwise, it's a fantastic map Smile


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vilepickle
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#26
08-30-2009, 12:36 AM

[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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vilepickle
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#27
08-31-2009, 03:45 PM

[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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#28
08-31-2009, 06:38 PM

Bah, you took the link down already, we could be testing it for you  Tongue


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vilepickle
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#29
08-31-2009, 06:42 PM

At least I'm fixing it BEFORE you get it, hehe Smile
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vilepickle
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#30
08-31-2009, 06:53 PM

[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 Sad

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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#31
08-31-2009, 07:39 PM

:-*



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#32
09-01-2009, 10:28 PM

After playing a lengthy round on it, I'd say the only thing I really don't like is you feel a bit trapped on the last point with only two small doorways leading out.  I don't know if there should be another pathway or just making the doorways a bit bigger would help.


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vilepickle
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#33
09-04-2009, 08:58 PM

[Map Update] cp_indulge_rc1

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 though since it  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
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vilepickle
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#34
09-11-2009, 06:18 PM

[Map Update] cp_indulge_rc2

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
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vilepickle
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#35
10-03-2009, 05:25 PM

[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
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#36
10-26-2009, 06:08 PM

The map for the most part feels very fluid now, but I feel that CP2 / CP4 still need some work. In particular:

The ammo and health packs by the saw right before CP2 and CP4 could be boosted to a medium or large, to help parties without a medic make a push for that point.

CP4 and CP2 in general is very daunting to capture; the capture time is excruciatingly long to stay on and hold for such an open point - particularly, it's easy for Demomen to spam stickies from the ledge to that point, often throwing players into the line of a sentry gun or Heavy where they promptly get turned into swiss cheese. I suggest providing more cover for the point, or lowering the cap time. In addition, when coming out to attack the point from CP3, there's little to no cover from Snipers that are hugging the wall on the opposite side.

Just some things I've noticed while playing, hope I helped Smile


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vilepickle
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#37
11-02-2009, 10:28 PM

[Map Release] cp_indulge FINAL 1.0

Finally final!

Indulge is a completely original, competitive-focused, Sawmill-themed 5CP map that also has the ability to be 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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#38
11-02-2009, 11:36 PM

Sweet I'll put this up tomorrow Smile


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