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cp_dustbowl_pro
1
#1
0 Frags +

I thought id have a go at improving a classic tf2 map. This is an edit from cp_pro_dustbowl which was abandoned a long time ago and had very few changes to the original map. The map at the moment has mainly internal changes such as clipping, please give me advice as to what needs to be changed and any bugs you find.

These barriers are solid

http://i.imgur.com/3IADN9F.jpg

Cap point strip always visible no matter what settings

http://i.imgur.com/qwDSFv0.jpg

You can now jump up with this hose reel

http://i.imgur.com/AUbdahY.jpg

Widened passage behind back house

http://i.imgur.com/9Zj3DqT.jpg

http://i.imgur.com/vyPTFXR.jpg

New scout jump

http://i.imgur.com/QC4XNGF.jpg

Added lighting

http://i.imgur.com/NR5ZZub.jpg

Example of blockbullet improvements. This wall is now flat and wont eat rockets.

http://i.imgur.com/bvpRCJo.jpg

Changelog:

  • Greatly increased map ceiling
  • Improved clipping throughout map
  • Reduced splash damage bugs significantly
  • Removed final stage
  • Improved brush work (reduced brush count)
  • Removed unnecessary models
  • Changed many props to non-solid
  • All stairs are rendered as ramps (blockbullets)
  • Optimized map (still needs work)
  • Improved clipping for all rooftops
  • No build areas near doors
  • Various glitches removed
  • All cones use physics
  • Fixed graphical glitches
  • Fixed soundscapes
  • Moved backhut slightly on stage 2
  • Disabled dynamic shadowing on some walls (stops player shadows showing through)
  • Improved 3d skybox
  • Replaced 1st cap point overlays with brush
  • Fixed some occluders (still working on it)

Todo:

  • Reduce outside area of map
  • Improve scenery of map
  • Optimize further
  • Improve balance of map
  • Fix glitches I may have missed
  • Improve lighting in areas

Current Version B2:
BSP: https://www.dropbox.com/s/tawl4m7x6p91o7d/cp_dustbowl_pro_b2.rar

I thought id have a go at improving a classic tf2 map. This is an edit from cp_pro_dustbowl which was abandoned a long time ago and had very few changes to the original map. The map at the moment has mainly internal changes such as clipping, please give me advice as to what needs to be changed and any bugs you find.

These barriers are solid
[img]http://i.imgur.com/3IADN9F.jpg[/img]

Cap point strip always visible no matter what settings
[img]http://i.imgur.com/qwDSFv0.jpg[/img]

You can now jump up with this hose reel
[img]http://i.imgur.com/AUbdahY.jpg[/img]

Widened passage behind back house
[img]http://i.imgur.com/9Zj3DqT.jpg[/img]
[img]http://i.imgur.com/vyPTFXR.jpg[/img]

New scout jump
[img]http://i.imgur.com/QC4XNGF.jpg[/img]

Added lighting
[img]http://i.imgur.com/NR5ZZub.jpg[/img]

Example of blockbullet improvements. This wall is now flat and wont eat rockets.
[img]http://i.imgur.com/bvpRCJo.jpg[/img]

[b]Changelog:[/b]
[list]
[*] Greatly increased map ceiling
[*] Improved clipping throughout map
[*] Reduced splash damage bugs significantly
[*] Removed final stage
[*] Improved brush work (reduced brush count)
[*] Removed unnecessary models
[*] Changed many props to non-solid
[*] All stairs are rendered as ramps (blockbullets)
[*] Optimized map (still needs work)
[*] Improved clipping for all rooftops
[*] No build areas near doors
[*] Various glitches removed
[*] All cones use physics
[*] Fixed graphical glitches
[*] Fixed soundscapes
[*] Moved backhut slightly on stage 2
[*] Disabled dynamic shadowing on some walls (stops player shadows showing through)
[*] Improved 3d skybox
[*] Replaced 1st cap point overlays with brush
[*] Fixed some occluders (still working on it)
[/list]

[b]Todo:[/b]
[list]
[*] Reduce outside area of map
[*] Improve scenery of map
[*] Optimize further
[*] Improve balance of map
[*] Fix glitches I may have missed
[*] Improve lighting in areas
[/list]

[u][size=14][color=red][b]Current Version B2:[/b][/color][/size][/u]
BSP: https://www.dropbox.com/s/tawl4m7x6p91o7d/cp_dustbowl_pro_b2.rar
2
#2
0 Frags +

nicely done

nicely done
3
#3
24 Frags +

finally someone cares about the best fucking map in the game

finally someone cares about the best fucking map in the game
4
#4
6 Frags +

my favorite part about dustbowl is that there are traffic cones at every single control point that you can hide stickies in

my favorite part about dustbowl is that there are traffic cones at every single control point that you can hide stickies in
5
#5
3 Frags +
d4rk_
You can now jump up with this hose reel

This was already possible

[quote=d4rk_]

You can now jump up with this hose reel[/quote]


This was already possible
6
#6
0 Frags +
Spycyd4rk_You can now jump up with this hose reel
This was already possible

Not with a normal crouch jump, you could if u crouch then jump slightly after.

[quote=Spycy][quote=d4rk_]
You can now jump up with this hose reel[/quote]


This was already possible[/quote]
Not with a normal crouch jump, you could if u crouch then jump slightly after.
7
#7
4 Frags +

Is the third stage still removed? (This was key to making it a comp map.) Man 6v6 on dustbowl pro was insanely fun.

It would literally impossible with people's attitudes to ever get someone to scrim this map, but the strategy and tactics were boundless on the old dustbowl_pro

SWEET!

Is the third stage still removed? (This was key to making it a comp map.) Man 6v6 on dustbowl pro was insanely fun.

It would literally impossible with people's attitudes to ever get someone to scrim this map, but the strategy and tactics were boundless on the old dustbowl_pro

SWEET!
8
#8
6 Frags +

please change some of the full health kits to different sizes, theres way too many full healthkits and theyre also really close together in a lot of places

please change some of the full health kits to different sizes, theres way too many full healthkits and theyre also really close together in a lot of places
9
#9
0 Frags +

It's our time to shine, sentient.

It's our time to shine, sentient.
10
#10
-1 Frags +

Thought: Would it be better if the entire map was turned into a one-stage level a la Steel?

Thought: Would it be better if the entire map was turned into a one-stage level a la Steel?
11
#11
3 Frags +

if you're not making an entire map with the steel mindset and just forcing that mindset into a previously existing map you're making a mistake

if you're not making an entire map with the steel mindset and just forcing that mindset into a previously existing map you're making a mistake
12
#12
1 Frags +
BumFreezeplease change some of the full health kits to different sizes, theres way too many full healthkits and theyre also really close together in a lot of places

Working on it now. I want peoples opinions on the packs.

1. medium size?

2. reduce hp and ammo to small ones?

3. I think this one is fine

4. reduce ammo and hp to small because there is another set underneath?

5. small ammo and hp (close to previous)

6. one set placed in the middle?

7. this ones fine?

8. small pack or remove completely?

9. both medium?

10. both small?

11. both small also? (could reduce spam into spawn)

12. fine as is?

Also anything else that needs to be addressed? keep em coming

[quote=BumFreeze]please change some of the full health kits to different sizes, theres way too many full healthkits and theyre also really close together in a lot of places[/quote]

Working on it now. I want peoples opinions on the packs.


[url=http://i.imgur.com/a6UDYeN.jpg]1.[/url] medium size?

[url=http://i.imgur.com/XknmHot.jpg]2.[/url] reduce hp and ammo to small ones?

[url=http://i.imgur.com/fnWIJf6.jpg]3.[/url] I think this one is fine

[url=http://i.imgur.com/codKpJo.jpg]4.[/url] reduce ammo and hp to small because there is another set underneath?

[url=http://i.imgur.com/M0f5bZP.jpg]5.[/url] small ammo and hp (close to previous)

[url=http://i.imgur.com/IeYXM3Q.jpg]6.[/url] one set placed in the middle?

[url=http://i.imgur.com/7x2ACsD.jpg]7.[/url] this ones fine?

[url=http://i.imgur.com/Jd6tvSs.jpg]8.[/url] small pack or remove completely?

[url=http://i.imgur.com/IlJON7F.jpg]9.[/url] both medium?

[url=http://i.imgur.com/oFMMlNc.jpg]10.[/url] both small?

[url=http://i.imgur.com/ShtvGwc.jpg]11.[/url] both small also? (could reduce spam into spawn)

[url=http://i.imgur.com/TfqOVrM.jpg]12.[/url] fine as is?

Also anything else that needs to be addressed? keep em coming
13
#13
0 Frags +
d4rk_BumFreezeplease change some of the full health kits to different sizes, theres way too many full healthkits and theyre also really close together in a lot of placeslist

these are all good changes, i think 6 should be one set in the middle and 5 should just be removed entirely because it is so close to the other kit. just my thoughts though

[quote=d4rk_][quote=BumFreeze]please change some of the full health kits to different sizes, theres way too many full healthkits and theyre also really close together in a lot of places[/quote]
list[/quote]
these are all good changes, i think 6 should be one set in the middle and 5 should just be removed entirely because it is so close to the other kit. just my thoughts though
14
#14
1 Frags +

i guess i'm embarrassing myself, but i drew dustbowl stage 2.
all i really wanted to do was clearly point something small out, by drawing that part of the map and showing how i would change it, but once i tried to exit Paint.. i was stopped by divine powers, and forced to continue.

so i guess i just love dustbowl :-)
it's one of those maps that ended up being part of the backbone of tf2. it's one of those maps everyone starts in, and keeps playing until he realizes that, well.. it's pretty bad.

what i immediately thought of were the choked-up routes going from A to B on stage 2. tight, long corridors.. 3 of them ending up at ground-level. all 4 exits easily defend-able from, basically, the same point.
and then i realized that the very beginning of the stage isn't really all that much better..

anyway, i guess i feel that defending for red is just too.. uninteresting, and that blu just has too little room/opportunity: welcome to dustbowl.
though, i can't deny that i actually had some fun trying to come up with solutions, while trying to stay true to what dustbowl is :-)

anyway, +1 for your pro version, dude. cool to see someone improve this bad-ass map.
one thing that always bothered me is that that barrel (before B, on stage 2) is destructible. personally i would just remove it, or make it indestructible..

i guess i'm embarrassing myself, but [url=http://i.imgur.com/VZpf3Vt.png]i drew dustbowl stage 2[/url].
all i really wanted to do was clearly point something small out, by drawing that part of the map and showing how i would change it, but once i tried to exit Paint.. i was stopped by divine powers, and forced to continue.

so i guess i just love dustbowl :-)
it's one of those maps that ended up being part of the backbone of tf2. it's one of those maps everyone starts in, and keeps playing until he realizes that, well.. it's pretty bad.

what i immediately thought of were the choked-up routes going from A to B on stage 2. tight, long corridors.. 3 of them ending up at ground-level. all 4 exits easily defend-able from, basically, the same point.
and then i realized that the very beginning of the stage isn't really all that much better..

anyway, i guess i feel that defending for red is just too.. uninteresting, and that blu just has too little room/opportunity: [url=https://fromalaskatobrazil.files.wordpress.com/2011/11/squeezing-through-the-slot.jpg]welcome to dustbowl.[/url]
though, i can't deny that i actually had some fun trying to come up with solutions, while trying to stay true to what dustbowl is :-)

anyway, +1 for your pro version, dude. cool to see someone improve this bad-ass map.
one thing that always bothered me is that that barrel (before B, on stage 2) is destructible. personally i would just remove it, or make it indestructible..
15
#15
-2 Frags +

UPDATED TO B2
https://www.dropbox.com/s/tawl4m7x6p91o7d/cp_dustbowl_pro_b2.rar?dl=0

  • Fence on first stage is now solid
  • Nobuild on all stairs
  • Converted some generic brush work into props (big thanks to Egan)
  • Improved fade distances on many props (still needs work)
  • Nodraw on more faces
  • Changed and removed some health and ammo packs
  • Added visclusters
  • Improved clipping in some areas
  • Barrel on stage 2 between cap points is now indestructable
  • Added fade overlays in tunnels
  • Added easter egg involving the cones
  • Added new sniper tower on stage 1

These carts move once the first point is captured

http://i.imgur.com/YU1Zx3B.jpg

http://i.imgur.com/GRv7Ile.jpg

Stairway into sniper room

http://i.imgur.com/AIcjods.jpg

Inside sniper room

http://i.imgur.com/o0Qhwlb.jpg

Outside view

http://i.imgur.com/LR0lkKX.jpg

[color=red][size=16]UPDATED TO B2[/size][/color]
https://www.dropbox.com/s/tawl4m7x6p91o7d/cp_dustbowl_pro_b2.rar?dl=0

[list]
[*] Fence on first stage is now solid
[*] Nobuild on all stairs
[*] Converted some generic brush work into props (big thanks to Egan)
[*] Improved fade distances on many props (still needs work)
[*] Nodraw on more faces
[*] Changed and removed some health and ammo packs
[*] Added visclusters
[*] Improved clipping in some areas
[*] Barrel on stage 2 between cap points is now indestructable
[*] Added fade overlays in tunnels
[*] Added easter egg involving the cones
[*] [b]Added new sniper tower on stage 1[/b]
[/list]

These carts move once the first point is captured
[img]http://i.imgur.com/YU1Zx3B.jpg[/img]
[img]http://i.imgur.com/GRv7Ile.jpg[/img]

Stairway into sniper room
[img]http://i.imgur.com/AIcjods.jpg[/img]

Inside sniper room
[img]http://i.imgur.com/o0Qhwlb.jpg[/img]

Outside view
[img]http://i.imgur.com/LR0lkKX.jpg[/img]
16
#16
1 Frags +

What I'm worried about with this sniper tower is that it gives a very large sniper field. Also, the tower is quite high up, and so people don't check it that often. I feel that it would give blue too much of an advantage. Especially when you get sniper mains up there....gg

What I'm worried about with this sniper tower is that it gives a very large sniper field. Also, the tower is quite high up, and so people don't check it that often. I feel that it would give blue too much of an advantage. Especially when you get sniper mains up there....gg
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