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cp_badlands_pro
1
#1
41 Frags +

Hello TFTV Forums

So, I've have worked on this pro version of Badlands for a while, for my own personal usage. I didn't intend to ever release it to the public since I didn't think there was any demand for a pro version. However, since the last patch, Badlands has gotten some gamebreaking bugs (such as not being able to roll-out properly as Demoman), so I decided to quickly wrap-up this version and release it to the public. Criticisms, suggestions, whine etc. are welcome.

Features:
- Holes have been filled on mid. However, the sticky spot under the point still remains and is equal on both sides.
- Spire "hitbox" has been improved. Not quite done with this yet.
- All stairs behave as ramps now.
- Railings don't soak up rockets and bullets anymore.
- Some OP hiding spots have been removed, and sticky spots where you could place COMPLETELY invisible stickies have been removed/reworked.
- Clipping is improved.
- Fixed some inequalities between red and blue.
- Fixed the skybox blocking high jumps through choke.

Beta 3:

Changelog:
- Performance improvements
-- A lot of props that are irrelevant to gameplay (props on unreachable places, on rooftops, outside the map etc) are only rendered in dx9 mode. This means that if you're playing in dx8, a lot of props won't be rendered, which should result in a performance boost. Looks a bit blander and the shadows are a bit weird. Most props are still there in dx9 mode, so it doesn't look that bland for movie and casting purposes. I need your feedback on this, if this should be kept or if I should just have all props rendered like regular badlands.

- Changed colours to make red and blue sides of the map more distinguishable.
- Improved clipping.
- Adjusted some displacements.
- The wooden planks on resupply have been removed, and reverted to the old style.

Download: https://dl.dropboxusercontent.com/u/18724316/cp_badlands_pro_b3.rar
Changelog: https://dl.dropboxusercontent.com/u/18724316/badlands_proChangelog.txt

Hello TFTV Forums

So, I've have worked on this pro version of Badlands for a while, for my own personal usage. I didn't intend to ever release it to the public since I didn't think there was any demand for a pro version. However, since the last patch, Badlands has gotten some gamebreaking bugs (such as not being able to roll-out properly as Demoman), so I decided to quickly wrap-up this version and release it to the public. Criticisms, suggestions, whine etc. are welcome.

Features:
- Holes have been filled on mid. However, the sticky spot under the point still remains and is equal on both sides.
- Spire "hitbox" has been improved. Not quite done with this yet.
- All stairs behave as ramps now.
- Railings don't soak up rockets and bullets anymore.
- Some OP hiding spots have been removed, and sticky spots where you could place COMPLETELY invisible stickies have been removed/reworked.
- Clipping is improved.
- Fixed some inequalities between red and blue.
- Fixed the skybox blocking high jumps through choke.

[b]Beta 3:[/b]

Changelog:
- Performance improvements
-- A lot of props that are irrelevant to gameplay (props on unreachable places, on rooftops, outside the map etc) are only rendered in dx9 mode. This means that if you're playing in dx8, a lot of props won't be rendered, which should result in a performance boost. Looks a bit blander and the shadows are a bit weird. Most props are still there in dx9 mode, so it doesn't look that bland for movie and casting purposes. I need your feedback on this, if this should be kept or if I should just have all props rendered like regular badlands.

- Changed colours to make red and blue sides of the map more distinguishable.
- Improved clipping.
- Adjusted some displacements.
- The wooden planks on resupply have been removed, and reverted to the old style.

[b]Download:[/b] https://dl.dropboxusercontent.com/u/18724316/cp_badlands_pro_b3.rar
[b]Changelog:[/b] https://dl.dropboxusercontent.com/u/18724316/badlands_proChangelog.txt
2
#2
4 Frags +

thank you based_god

thank you based_god
3
#3
3 Frags +

On a related note, will leagues start using these pro maps now that hiding spots and other things have been affected by this update?

On a related note, will leagues start using these pro maps now that hiding spots and other things have been affected by this update?
4
#4
1 Frags +

When you say OP hiding spots, what exact ones are you talking about?

When you say OP hiding spots, what exact ones are you talking about?
5
#5
1 Frags +
BenroadsWhen you say OP hiding spots, what exact ones are you talking about?

The ones directly above the doors on first spawn. They are removed in the new Valve version of Badlands as well.

[quote=Benroads]When you say OP hiding spots, what exact ones are you talking about?[/quote]

The ones directly above the doors on first spawn. They are removed in the new Valve version of Badlands as well.
6
#6
0 Frags +

What exactly happened to the rollouts?

What exactly happened to the rollouts?
7
#7
1 Frags +

This is the badlands we needed

TurinWhat exactly happened to the rollouts?

You can't damage yourself when you're outside of spawn and your stick is inside.
and you put your stick on the inside of spawn when you rollout...

This is the badlands we needed

[quote=Turin]What exactly happened to the rollouts?[/quote]

You can't damage yourself when you're outside of spawn and your stick is inside.
and you put your stick on the inside of spawn when you rollout...
8
#8
2 Frags +

is it still alpine themed?

is it still alpine themed?
9
#9
-16 Frags +

but valve just released a whole new version. Does this add to that??

but valve just released a whole new version. Does this add to that??
10
#10
2 Frags +
kaiserRegis it still alpine themed?

It's desert themed. Like it's always been.

Bubbabut valve just released a whole new version. Does this add to that??

This version is based on the old version of the map, and while it incorporates some of the same improvements, they are achieved through different solutions. And, of course, you are able to roll out properly and jump out of the window on mid.

[quote=kaiserReg]is it still alpine themed?[/quote]

It's desert themed. Like it's always been.


[quote=Bubba]but valve just released a whole new version. Does this add to that??[/quote]

This version is based on the old version of the map, and while it incorporates some of the same improvements, they are achieved through different solutions. And, of course, you are able to roll out properly and jump out of the window on mid.
11
#11
0 Frags +

did you remove the sticky spots on yard? you should have kept some of those, they have always been a part of the map and never considered an error like the holes at mid are.

did you remove the sticky spots on yard? you should have kept some of those, they have always been a part of the map and never considered an error like the holes at mid are.
12
#12
-5 Frags +

umm after looking at it...

Dont want to hate at all, but some things look REALLY ugly.
1. the wall where you put the sticky for demo rollout on dropdown. imo, it looks horrible as a blank wood wall
2. The trains. If you are gonna fix the cracks, dont make it one massive box.
3. The window. Just put frames in that you can jump through.
4. At choke, the tire just doesnt fit. please keep the rocks

umm after looking at it...

Dont want to hate at all, but some things look REALLY ugly.
1. the wall where you put the sticky for demo rollout on dropdown. imo, it looks horrible as a blank wood wall
2. The trains. If you are gonna fix the cracks, dont make it one massive box.
3. The window. Just put frames in that you can jump through.
4. At choke, the tire just doesnt fit. please keep the rocks
13
#13
2 Frags +

love it

I don't think things look ugly really but there are some things that could probably be fixed, on last there are two textures overlapping each other behind the point and it looks glitched, took these screenshots with dx9

http://cloud.steampowered.com/ugc/902127820539562100/84F18AC0F998C7F46AFCBF7AF99C24FCF9C0A32E/
http://cloud.steampowered.com/ugc/902127820539561301/4DFBFD9826D233338B818B40774ED637302712B9/

this lamp lighting looks distracting, that stick is too bright

http://cloud.steampowered.com/ugc/902127820539613780/8EE22E67D2C6D216C27EE4B9E9DF51C854BB691A/

I agree with bubba that the crates on mid look weird, I'd like to see the crates with the gaps but without the splash damage bullshit, if that is possible (I dont know shit about map making). The tires on chokes look weird also, I'd rather see rocks there, but its not biggie. And the wood wall on dropdown looks great imo.

I find everything else pretty nice so far

love it

I don't think things look ugly really but there are some things that could probably be fixed, on last there are two textures overlapping each other behind the point and it looks glitched, took these screenshots with dx9

http://cloud.steampowered.com/ugc/902127820539562100/84F18AC0F998C7F46AFCBF7AF99C24FCF9C0A32E/
http://cloud.steampowered.com/ugc/902127820539561301/4DFBFD9826D233338B818B40774ED637302712B9/

this lamp lighting looks distracting, that stick is too bright

http://cloud.steampowered.com/ugc/902127820539613780/8EE22E67D2C6D216C27EE4B9E9DF51C854BB691A/

I agree with bubba that the crates on mid look weird, I'd like to see the crates with the gaps but without the splash damage bullshit, if that is possible (I dont know shit about map making). The tires on chokes look weird also, I'd rather see rocks there, but its not biggie. And the wood wall on dropdown looks great imo.

I find everything else pretty nice so far
14
#14
0 Frags +

Or just leave one crack for each train.

Found it really great. +1

Or just leave one crack for each train.

Found it really great. +1
15
#15
2 Frags +

Raise the ground between the train tracks on the point and behind the trains at mid too. Replace the 3 crates on train with 1 long crate.

Raise the ground between the train tracks on the point and behind the trains at mid too. Replace the 3 crates on train with 1 long crate.
16
#16
0 Frags +

yes the ramps is good for demo rollout
+1 if i can make it +10 why not

yes the ramps is good for demo rollout
+1 if i can make it +10 why not
17
#17
1 Frags +

any images??

any images??
18
#18
0 Frags +

I've always said that when pro badlands is used, valve have lost.

Seriously how do you mess up the best comp map we have ever had.

I've always said that when pro badlands is used, valve have lost.

Seriously how do you mess up the best comp map we have ever had.
19
#19
0 Frags +

I really like all the changes you've made, only thing I might add is getting rid of the train tracks inside the mid point capture zone. Maybe make the train tracks end at the edge of the capture zone and then have the capture zone area just wooden planks.

I'm also quite interested to find out, how did you get hold of the .vmf for badlands? Or did you just use a decompiled version?

I'm interested in playing around with some official maps but decompiled versions are always full of errors.

I really like all the changes you've made, only thing I might add is getting rid of the train tracks inside the mid point capture zone. Maybe make the train tracks end at the edge of the capture zone and then have the capture zone area just wooden planks.

I'm also quite interested to find out, how did you get hold of the .vmf for badlands? Or did you just use a decompiled version?

I'm interested in playing around with some official maps but decompiled versions are always full of errors.
20
#20
2 Frags +

Thanks for the feedback. Will release a new version of the map today or tomorrow with some bug-fixes.

TaroI really like all the changes you've made, only thing I might add is getting rid of the train tracks inside the mid point capture zone. Maybe make the train tracks end at the edge of the capture zone and then have the capture zone area just wooden planks.

I'm also quite interested to find out, how did you get hold of the .vmf for badlands? Or did you just use a decompiled version?

I'm interested in playing around with some official maps but decompiled versions are always full of errors.

The train tracks section in this version behaves as flat floor over all mid.

Hammer has an official decompiled version of Badlands included.

Thanks for the feedback. Will release a new version of the map today or tomorrow with some bug-fixes.

[quote=Taro]I really like all the changes you've made, only thing I might add is getting rid of the train tracks inside the mid point capture zone. Maybe make the train tracks end at the edge of the capture zone and then have the capture zone area just wooden planks.

I'm also quite interested to find out, how did you get hold of the .vmf for badlands? Or did you just use a decompiled version?

I'm interested in playing around with some official maps but decompiled versions are always full of errors.[/quote]

The train tracks section in this version behaves as flat floor over all mid.

Hammer has an official decompiled version of Badlands included.
21
#21
3 Frags +

its not badlands

its not badlands
22
#22
2 Frags +

I really hope they fix the bugs so that people don't actually consider using this. Pro maps are dumb, hurt the community, and (as in granary's case) are better implemented by simply telling Valve what's wrong and letting them fix it.

I really hope they fix the bugs so that people don't actually consider using this. Pro maps are dumb, hurt the community, and (as in granary's case) are better implemented by simply telling Valve what's wrong and letting them fix it.
23
#23
0 Frags +

In all honesty, the map changes mean very little if anything at all. Just need to adapt to a new feature on the map.

My only problem with this update is the scout. They get these buffs and the class did not need to be buffed any more.

In all honesty, the map changes mean very little if anything at all. Just need to adapt to a new feature on the map.

My only problem with this update is the scout. They get these buffs and the class did not need to be buffed any more.
24
#24
5 Frags +

I seriously think we're jumping the gun here. The update literally just came out yesterday and people are already overreacting to the changes on badlands. I mean yeah, the spawn glitch and the window could be fixed. But why already settle on some "pro" version? We should voice our concerns with valve (they've already are looking into the window on mid). Just wait a minute and see if they fix some things. And if anything, we adapt, like what comp tf2 is all about.

I seriously think we're jumping the gun here. The update literally just came out yesterday and people are already overreacting to the changes on badlands. I mean yeah, the spawn glitch and the window could be fixed. But why already settle on some "pro" version? We should voice our concerns with valve (they've already are looking into the window on mid). Just wait a minute and see if they fix some things. And if anything, we [i]adapt[/i], like what comp tf2 is all about.
25
#25
-4 Frags +
disengageI seriously think we're jumping the gun here. The update literally just came out yesterday and people are already overreacting to the changes on badlands. I mean yeah, the spawn glitch and the window could be fixed. But why already settle on some "pro" version? We should voice our concerns with valve (they've already are looking into the window on mid). Just wait a minute and see if they fix some things. And if anything, we adapt, like what comp tf2 is all about.

QFT

[quote=disengage]I seriously think we're jumping the gun here. The update literally just came out yesterday and people are already overreacting to the changes on badlands. I mean yeah, the spawn glitch and the window could be fixed. But why already settle on some "pro" version? We should voice our concerns with valve (they've already are looking into the window on mid). Just wait a minute and see if they fix some things. And if anything, we [i]adapt[/i], like what comp tf2 is all about.[/quote]

QFT
26
#26
-8 Frags +
BlueberryVillaindisengageI seriously think we're jumping the gun here. The update literally just came out yesterday and people are already overreacting to the changes on badlands. I mean yeah, the spawn glitch and the window could be fixed. But why already settle on some "pro" version? We should voice our concerns with valve (they've already are looking into the window on mid). Just wait a minute and see if they fix some things. And if anything, we adapt, like what comp tf2 is all about.
QFT

AWW what about me!! I said that and he was just repeating me with more words!! =)

[quote=BlueberryVillain][quote=disengage]I seriously think we're jumping the gun here. The update literally just came out yesterday and people are already overreacting to the changes on badlands. I mean yeah, the spawn glitch and the window could be fixed. But why already settle on some "pro" version? We should voice our concerns with valve (they've already are looking into the window on mid). Just wait a minute and see if they fix some things. And if anything, we [i]adapt[/i], like what comp tf2 is all about.[/quote]

QFT[/quote]

AWW what about me!! I said that and he was just repeating me with more words!! =)
27
#27
2 Frags +
disengageI seriously think we're jumping the gun here. The update literally just came out yesterday and people are already overreacting to the changes on badlands. I mean yeah, the spawn glitch and the window could be fixed. But why already settle on some "pro" version? We should voice our concerns with valve (they've already are looking into the window on mid). Just wait a minute and see if they fix some things. And if anything, we adapt, like what comp tf2 is all about.

I'm just making a pro version on my free time because I enjoy it. I have no goal to get it into any leagues or anything. Ultimately, it's up to the community to decide whether a pro version of Badlands would be preffered or not. Meanwhile, I will continue to update this map, because I think it's fun.

[quote=disengage]I seriously think we're jumping the gun here. The update literally just came out yesterday and people are already overreacting to the changes on badlands. I mean yeah, the spawn glitch and the window could be fixed. But why already settle on some "pro" version? We should voice our concerns with valve (they've already are looking into the window on mid). Just wait a minute and see if they fix some things. And if anything, we [i]adapt[/i], like what comp tf2 is all about.[/quote]


I'm just making a pro version on my free time because I enjoy it. I have no goal to get it into any leagues or anything. Ultimately, it's up to the community to decide whether a pro version of Badlands would be preffered or not. Meanwhile, I will continue to update this map, because I think it's fun.
28
#28
1 Frags +
Ond_kaja- Holes have been filled on mid.
- All stairs behave as ramps now.
- Railings don't soak up rockets

Oh. My. God.

<3

[quote=Ond_kaja]
- Holes have been filled on mid.
- All stairs behave as ramps now.
- Railings don't soak up rockets[/quote]

Oh. My. God.

<3
29
#29
1 Frags +

Beta 2 released!

- Fixed Z-fighting behind last.
- Improved clipping.
- Minor optimisations.
- Simplified geometry on the houses around valley to grey bridge.

Download: https://dl.dropboxusercontent.com/u/18724316/cp_badlands_pro_b2.rar

[b]Beta 2 released![/b]

- Fixed Z-fighting behind last.
- Improved clipping.
- Minor optimisations.
- Simplified geometry on the houses around valley to grey bridge.

[b]Download:[/b] https://dl.dropboxusercontent.com/u/18724316/cp_badlands_pro_b2.rar
30
#30
3 Frags +

Beta 3 released!

Changelog:
- Performance improvements
-- A lot of props that are irrelevant to gameplay (props on unreachable places, on rooftops, outside the map etc) are only rendered in dx9 mode. This means that if you're playing in dx8, a lot of props won't be rendered, which should result in a performance boost. Looks a bit blander and the shadows are a bit weird. Most props are still there in dx9 mode, so it doesn't look that bland for movie and casting purposes. I need your feedback on this, if this should be kept or if I should just have all props rendered like regular badlands.

- Changed colours to make red and blue sides of the map more distinguishable.
- Improved clipping.
- Adjusted some displacements.
- The wooden planks on resupply have been removed, and reverted to the old style.

Download: https://dl.dropboxusercontent.com/u/18724316/cp_badlands_pro_b3.rar

[b]Beta 3 released![/b]

Changelog:
- Performance improvements
-- A lot of props that are irrelevant to gameplay (props on unreachable places, on rooftops, outside the map etc) are only rendered in dx9 mode. This means that if you're playing in dx8, a lot of props won't be rendered, which should result in a performance boost. Looks a bit blander and the shadows are a bit weird. Most props are still there in dx9 mode, so it doesn't look that bland for movie and casting purposes. I need your feedback on this, if this should be kept or if I should just have all props rendered like regular badlands.

- Changed colours to make red and blue sides of the map more distinguishable.
- Improved clipping.
- Adjusted some displacements.
- The wooden planks on resupply have been removed, and reverted to the old style.

[b]Download:[/b] https://dl.dropboxusercontent.com/u/18724316/cp_badlands_pro_b3.rar
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