Upvote Upvoted 21 Downvote Downvoted
cp_mutagen2 (5cp)
1
#1
0 Frags +

Hi! About 9 months ago I put a map up here called mutagen, which was my first foray into competitive tf2 mapping. It had a lot of issues I wasn't quite sure how to fix, so I decided to move on to a new project. Recently I got an itch to have another go at it, so I rebuilt the map from the ground up.

I'm not really expecting to make the next badlands here, but my goal is to learn as much as I can from this and maybe create a finished map sometime.

>> | Most recent version download: Alpha 6 | <<

>> TF2Maps.net thread <<

>> Imgur album <<

If by chance you'd like to pug or anything on this map(you don't need my permission to do so!), be sure to send a message afterwards with what you thought of it to my Steam or TF2Maps accounts!

Hi! About 9 months ago I put a map up here called mutagen, which was my first foray into competitive tf2 mapping. It had a lot of issues I wasn't quite sure how to fix, so I decided to move on to a new project. Recently I got an itch to have another go at it, so I rebuilt the map from the ground up.

I'm not really expecting to make the next badlands here, but my goal is to learn as much as I can from this and maybe create a finished map sometime.

[size=16][b]>> | Most recent version download: [url=https://www.dropbox.com/s/59fw3clc3qwe875/cp_mutagen2_a6.bsp?dl=1]Alpha 6[/url] | <<[/b][/size]

[size=16][b]>> [url=https://tf2maps.net/threads/mutagen2.29761/]TF2Maps.net thread[/url] << [/b][/size]

[size=16][b]>> [url=http://imgur.com/a/3Px6m]Imgur album[/url] <<[/b][/size]

If by chance you'd like to pug or anything on this map(you don't need my permission to do so!), be sure to send a message afterwards with what you thought of it to my [url=http://steamcommunity.com/id/ynders]Steam[/url] or [url=https://tf2maps.net/members/ynders.18148/]TF2Maps[/url] accounts!
2
#2
4 Frags +

i actually really like the overall design of this map so far. the last looks really interesting offering multiple ways for pushing. it might be a little too easy to push but maybe something a few walls or sheet metal can fix. the only thing that stand out to me as possibly being bad is how complex and multi-leveled the lobby behind 2nd is. but the 2nd point is nice and i feel like would be fun to play. im excited to see what comes of this map in the future! looks promising

i actually really like the overall design of this map so far. the last looks really interesting offering multiple ways for pushing. it might be a little too easy to push but maybe something a few walls or sheet metal can fix. the only thing that stand out to me as possibly being bad is how complex and multi-leveled the lobby behind 2nd is. but the 2nd point is nice and i feel like would be fun to play. im excited to see what comes of this map in the future! looks promising
3
#3
cp_sunshine, cp_cardinal
2 Frags +

The map's got a lot of quirks here and there but overall, it's a well put-together alpha and is definitely deserving of testing. I'll write up some feedback in a few days or so!

I've always liked the second point, the path coming up in that curve behind it especially. I do feel like there are a few too many routes in lobby which might make it too easy to backcap, but that can be fixed.

The map's got a lot of quirks here and there but overall, it's a well put-together alpha and is definitely deserving of testing. I'll write up some feedback in a few days or so!

I've always liked the second point, the path coming up in that curve behind it especially. I do feel like there are a few too many routes in lobby which might make it too easy to backcap, but that can be fixed.
4
#4
2 Frags +

Alpha 3

Gameplay

  • Remade last point and the connectors from 2nd to last(aka lobby) entirely
    • The new layout is much more simplified and changes the map's overall shape to a straight line, a la granary.
    • The last point is VERY experimental, being very different from other 5cp lasts. I don't expect it to stay in it's current state.​
  • Expanded holding zone near 2nd point
  • Moved both forward spawns
    • Mid forward is now located under 2nd.
    • 2nd forward is now located in the large square Happy Farmers building​
  • Added new doorway to left side(from attacker's point of view) route to 2nd
  • Changed kits
    • There is now a medium health in the left side route to 2nd​
    • Shortened the huts at mid
    • Shrunk the area of mid by 128u on each side, so 256u total
    • Added a rock for cover at mid
    • Added a rock to the area under 2nd to make gameplay there slightly more interesting

    Visual
    • Some minor theme work

    Technical
    • Put some additional optimization in place

    KNOWN ISSUES:
    -Lighting bug on the outside of the window at last
    -Lighting anomalies on the ramps in lobby
    -Some pop-ins due to skybox brushes

    >> | Download | TF2Maps.net thread | Imgur Album | <<
[h][u][size=16][b]Alpha 3[/b][/size][/u][/h]


[u][b]Gameplay[/b][/u]
[list]
[*]Remade last point and the connectors from 2nd to last(aka lobby) entirely [list]
[*]The new layout is much more simplified and changes the map's overall shape to a straight line, a la granary.
[*]The last point is VERY experimental, being very different from other 5cp lasts. I don't expect it to stay in it's current state.​
[/list]
[*]Expanded holding zone near 2nd point
[*]Moved both forward spawns [list]
[*]Mid forward is now located under 2nd.
[*]2nd forward is now located in the large square Happy Farmers building​
[/list]
[*]Added new doorway to left side(from attacker's point of view) route to 2nd
[*]Changed kits [list]
[*]There is now a medium health in the left side route to 2nd​
[*]Shortened the huts at mid
[*]Shrunk the area of mid by 128u on each side, so 256u total
[*]Added a rock for cover at mid
[*]Added a rock to the area under 2nd to make gameplay there slightly more interesting
[/list]

[u][b]Visual[/b][/u] [list]
[*]Some minor theme work
[/list]

[u][b]Technical[/b][/u] [list]
[*]Put some additional optimization in place
[/list]

[u][b]KNOWN ISSUES:[/b][/u]
-Lighting bug on the outside of the window at last
-Lighting anomalies on the ramps in lobby
-Some pop-ins due to skybox brushes
[b]
[size=16]>> | [url=https://www.dropbox.com/s/81oh9pm2slgtxwc/cp_mutagen2_a3.bsp?dl=1]Download[/url] | [url=https://tf2maps.net/posts/391307/]TF2Maps.net thread[/url] | [url=http://imgur.com/a/3Px6m]Imgur Album[/url] | <<[/size][/b]
5
#5
1 Frags +

looks really good :D

looks really good :D
6
#6
1 Frags +

Alpha 3a

Just felt like last was way too small when I was running around the map so I made it bigger.

Gameplay

  • Extended last point area by 384 units
  • Added a rock structure and some barriers to facilitate

    Also added more screenshots to the imgur album and tf2maps thread.

    >> | Download | TF2Maps.net thread | Imgur Album | <<
[size=16][b][u]Alpha 3a[/u][/b][/size]

Just felt like last was way too small when I was running around the map so I made it bigger.

[b][u]Gameplay[/u][/b]
[list]
[*]Extended last point area by 384 units
[*]Added a rock structure and some barriers to facilitate

Also added more screenshots to the imgur album and tf2maps thread.

[b][size=16]>> | [url=https://www.dropbox.com/s/rxdj5fdfgv2ff8x/cp_mutagen2_a3a.bsp?dl=1]Download[/url] | [url=https://tf2maps.net/downloads/mutagen2.2501/]TF2Maps.net thread[/url] | [url=http://imgur.com/a/3Px6m]Imgur Album[/url] | <<[/size][/b]
7
#7
5 Frags +

Alpha 4

Thanks to Carn for his feedback that inspired most of these changes!

General

  • Changed almost all health & ammo locations and values
  • Fixed capture times
  • Fixed respawn times
  • Removed resupply cabinets from forward spawns
  • Simplified a lot of 'double ramps'
  • Did a teensy bit of alpha detailing(sorry)

Mid

  • Changed cylindrical silos to classic shacks
  • Removed rocks from grass area
  • Removed walls from point
  • Expanded area on the right side(from either base's pov)
  • Added a short fence to block view from mid->left side entrance
  • Shortened fence blocking off right side
  • Raised area of right side
  • Added short fence on left side
  • Smoothed out the left side height differences
  • Moved forward spawns to the left side

Mid>Second connectors

  • Shortened ramp in middle route
  • Widened ramp in right side route[/SPOILER]

Second

  • Widened shortcut onto the left side route to mid
  • Lengthened fence on the back holding position
  • Added a new shutter route to lobby beside the right side route

Lobby

  • Expanded by 128 units
  • Separated left and right sides of lobby with a windowed wall
  • Smoothed out height changes[/SPOILER]

Last

  • Decreased the height at which the far right route exits lobby
  • Put a shack on the end of the sticky-outy bit with a prop jump to the roof
  • Shortened front railing of said sticky-outy but
  • Lowered height of the high ground area
  • Disconnected high ground area from spawn
  • Greatly shortened the wall separating the far left grass area and removed the clip brush(is now jump-over-able)
  • Expanded the high ground area a bit into the far left grass area
  • Removed water
  • Lowered left side spawn exit(spawn exits are now somewhat symmetrical around the point)
  • Extended the taller shack out into the main area
  • Extended the right side spawn exit out to a 'porch'[/SPOILER]

Concerns/Possible Issues

  • May be possible to spawncamp
  • Last fights may devolve into spawncamping
  • Left side grass route at last may be useless

>> | Download | TF2Maps.net thread | Imgur Album | <<

[b][u][size=16]Alpha 4[/size][/u][/b]

Thanks to Carn for his feedback that inspired most of these changes!

[b]General[/b][list]
[*]Changed almost all health & ammo locations and values
[*]Fixed capture times
[*]Fixed respawn times
[*]Removed resupply cabinets from forward spawns
[*]Simplified a lot of 'double ramps'
[*]Did a teensy bit of alpha detailing(sorry)
[/list]

[b]Mid[/b][list]
[*]Changed cylindrical silos to classic shacks
[*]Removed rocks from grass area
[*]Removed walls from point
[*]Expanded area on the right side(from either base's pov)
[*]Added a short fence to block view from mid->left side entrance
[*]Shortened fence blocking off right side
[*]Raised area of right side
[*]Added short fence on left side
[*]Smoothed out the left side height differences
[*]Moved forward spawns to the left side
[/list]

[b]Mid>Second connectors[/b][list]
[*]Shortened ramp in middle route
[*]Widened ramp in right side route[/SPOILER]
[/list]

[b]Second[/b][list]
[*]Widened shortcut onto the left side route to mid
[*]Lengthened fence on the back holding position
[*]Added a new shutter route to lobby beside the right side route
[/list]

[b]Lobby[/b][list]
[*]Expanded by 128 units
[*]Separated left and right sides of lobby with a windowed wall
[*]Smoothed out height changes[/SPOILER]
[/list]

[b]Last[/b][list]
[*]Decreased the height at which the far right route exits lobby
[*]Put a shack on the end of the sticky-outy bit with a prop jump to the roof
[*]Shortened front railing of said sticky-outy but
[*]Lowered height of the high ground area
[*]Disconnected high ground area from spawn
[*]Greatly shortened the wall separating the far left grass area and removed the clip brush(is now jump-over-able)
[*]Expanded the high ground area a bit into the far left grass area
[*]Removed water
[*]Lowered left side spawn exit(spawn exits are now somewhat symmetrical around the point)
[*]Extended the taller shack out into the main area
[*]Extended the right side spawn exit out to a 'porch'[/SPOILER]
[/list]

[b]Concerns/Possible Issues[/b][list]
[*]May be possible to spawncamp
[*]Last fights may devolve into spawncamping
[*]Left side grass route at last may be useless
[/list]

[size=16][b]>> | [url=https://www.dropbox.com/s/7e8lf4nqck259kw/cp_mutagen2_a4.bsp?dl=1]Download[/url] | [url=https://tf2maps.net/downloads/mutagen2.2501/]TF2Maps.net thread[/url] | [url=http://imgur.com/a/3Px6m]Imgur Album[/url] | <<[/b][/size]
8
#8
2 Frags +

Recompiled and changed the download to A4A, apparently A4 caused a server crash.

Recompiled and changed the download to A4A, apparently A4 caused a server crash.
9
#9
2 Frags +

I haven't actually played the map but heres some stuff to consider just from a holistic perspective

in general, i really dislike the number of 64 unit jumps needed to get around the map, especially at mid. most maps use those jump heights sparingly or unintentionally, so maybe look into reducing the number slightly because they are a mildly frustrating gameplay quirk.

the spawn room has quite a walk before you get to the door, larger than really any map in the map pool by a pretty large margin. i dont see any harm in just moving the spawns forward and cutting off the back part of the room.

for last:

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

for second:

http://i.imgur.com/DJ3G04A.jpg

for mid:

http://i.imgur.com/fwvi09n.jpg

also i was an early playtester for the OG mutagen, this seems miles more likely to be a viable map than mutagen 1 was, so keep it up

I haven't actually played the map but heres some stuff to consider just from a holistic perspective

in general, i really dislike the number of 64 unit jumps needed to get around the map, especially at mid. most maps use those jump heights sparingly or unintentionally, so maybe look into reducing the number slightly because they are a mildly frustrating gameplay quirk.

the spawn room has quite a walk before you get to the door, larger than really any map in the map pool by a pretty large margin. i dont see any harm in just moving the spawns forward and cutting off the back part of the room.

for last:
[img]http://i.imgur.com/vfvFzas.jpg[/img]

for second:
[img]http://i.imgur.com/DJ3G04A.jpg[/img]

for mid:
[img]http://i.imgur.com/fwvi09n.jpg[/img]

also i was an early playtester for the OG mutagen, this seems miles more likely to be a viable map than mutagen 1 was, so keep it up
10
#10
2 Frags +

Alpha 4B

Gameplay

  • Added a diagonal ramp to mid from the lowest route
  • Lowered 2nd point by 32 units
  • Removed shutter route into lobby
  • Reverted lobby back to a whole; rather than having 2 parts
  • Moved spawnpoints up in final spawn
  • Relocated forward spawn for capping 2nd to the "under" area of mid

Technical

  • Shortened initial spawntimes
  • Lengthened cap times for mid and 2nd
  • Cut off some edges from the mid cap zone to prevent cheeky capping
  • Added nobuilds to capture zones

Visual

  • Moved some buildings up to clarify that they're unreachable
  • Fixed an exposed nodraw

>> | Alpha 4B | TF2Maps Thread (Images out of date) | <<

[b][u][size=16]Alpha 4B[/u][/b]

[u][b]Gameplay[/b][/u][list]
[*]Added a diagonal ramp to mid from the lowest route
[*]Lowered 2nd point by 32 units
[*]Removed shutter route into lobby
[*]Reverted lobby back to a whole; rather than having 2 parts
[*]Moved spawnpoints up in final spawn
[*]Relocated forward spawn for capping 2nd to the "under" area of mid
[/list]

[u][b]Technical[/b][/u][list]
[*]Shortened initial spawntimes
[*]Lengthened cap times for mid and 2nd
[*]Cut off some edges from the mid cap zone to prevent cheeky capping
[*]Added nobuilds to capture zones
[/list]

[u][b]Visual[/b][/u][list]
[*]Moved some buildings up to clarify that they're unreachable
[*]Fixed an exposed nodraw
[/list]

[size=16][b]>> | [url=https://www.dropbox.com/s/bofx53puxuo76uv/cp_mutagen2_a4b.bsp?dl=1]Alpha 4B[/url] | [url=https://tf2maps.net/downloads/mutagen2.2501/]TF2Maps Thread[/url] (Images out of date) | <<[/b][/size]
11
#11
3 Frags +

Spawntimes were so ridiculously short that any actual testing was basically impossible. You could wipe a team on mid and be unable to push second because they were all respawned. On top of this the cap times for every point felt way too long.

On last you can fight point from the spawn shutter. This is completely insane because a demo can spam stickies on point, walk 2 feet to resup, and spawn over and over with 0 threat of dying. You can also build a sentry right outside spawn and repair it in the same fashion

This: https://www.youtube.com/watch?v=ZPSsOEhKSIo&feature=youtu.be

Beyond that it’s hard to get any real feedback, the pugs literally felt like 30 minutes of a DM server where pushing was impossible because of spawn times.

Spawntimes were so ridiculously short that any actual testing was basically impossible. You could wipe a team on mid and be unable to push second because they were all respawned. On top of this the cap times for every point felt way too long.

On last you can fight point from the spawn shutter. This is completely insane because a demo can spam stickies on point, walk 2 feet to resup, and spawn over and over with 0 threat of dying. You can also build a sentry right outside spawn and repair it in the same fashion

This: https://www.youtube.com/watch?v=ZPSsOEhKSIo&feature=youtu.be

Beyond that it’s hard to get any real feedback, the pugs literally felt like 30 minutes of a DM server where pushing was impossible because of spawn times.
12
#12
2 Frags +

Thanks for your feedback, I apologize for wasting your time.

Thanks for your feedback, I apologize for wasting your time.
13
#13
2 Frags +

Alpha 5

General
-Fixed spawntimes(hopefully)
-A lot of small brushwork changes
Mid
-Relatively unchanged
Mid>2nd
-Lengthened all routes
-Added a shutter to the middle route
-Added a small healthkit and medium ammo
-Straightened out the left side ramp
2nd
-Relatively unchanged
Lobby
-Added an entrance on the top of the spiral
-Changed height levels of most rooms
Last
-Shrunk left side flank route
-Moved spawnrooms further away from last
-Added some temporary props to block stickyspam from spawn
-Removed the entrance into the left side flank route
-Opened up a section of the fence

Sorry for such a long hiatus for such an underwhelming update. I've been especially busy with school and haven't had much time to do any real mapping.

| TF2Maps thread | Imgur Album | A5 |

[size=16][b][url=https://www.dropbox.com/s/ktx1e01jztcxlcs/cp_mutagen2_a5.bsp?dl=1]Alpha 5[/url][/b][/size]

General
-Fixed spawntimes(hopefully)
-A lot of small brushwork changes
Mid
-Relatively unchanged
Mid>2nd
-Lengthened all routes
-Added a shutter to the middle route
-Added a small healthkit and medium ammo
-Straightened out the left side ramp
2nd
-Relatively unchanged
Lobby
-Added an entrance on the top of the spiral
-Changed height levels of most rooms
Last
-Shrunk left side flank route
-Moved spawnrooms further away from last
-Added some temporary props to block stickyspam from spawn
-Removed the entrance into the left side flank route
-Opened up a section of the fence

Sorry for such a long hiatus for such an underwhelming update. I've been especially busy with school and haven't had much time to do any real mapping.

[size=16][b]| [url=https://tf2maps.net/threads/mutagen2.29761/]TF2Maps thread[/url] | [url=https://imgur.com/a/3Px6m]Imgur Album[/url] | [url=https://www.dropbox.com/s/ktx1e01jztcxlcs/cp_mutagen2_a5.bsp?dl=1]A5[/url] |[/b][/size]
14
#14
5 Frags +

Alpha 6

Mid
-Removed spiral & curved wall
-Added "house" structure with a balcony thing in place of the spiral
-Added a rock prop, letting people walk up to the balcony
-Moved barriers
-Stretched out one side of the mid structure
-Moved medium health closer to middle & added a small ammo next to it(everybody needs a friend)
Mid>Second
-Added a suspended barrier to right side route
-Moved small health/medium ammo closer to mid
-Changed routes to be more of curves rather than 90 degree corners(Thanks ibex!)
Second
-Relatively unchanged
Lobby
-Added some more height variation in right side (The Area I Have No Name For) to make it less boring
-Added a window to right side that sees the flank route on last
Last
-Relatively unchanged

I know this map isn't really being hyped at all, but if anyone has some free time, I'd love to get this tested in a 6s pug!

| TF2Maps thread | Imgur Album | A6 |

[size=16][b][url=https://www.dropbox.com/s/59fw3clc3qwe875/cp_mutagen2_a6.bsp?dl=1]Alpha 6[/url][/b][/size]

[u]Mid[/u]
-Removed spiral & curved wall
-Added "house" structure with a balcony thing in place of the spiral
-Added a rock prop, letting people walk up to the balcony
-Moved barriers
-Stretched out one side of the mid structure
-Moved medium health closer to middle & added a small ammo next to it(everybody needs a friend)
[u]Mid>Second[/u]
-Added a suspended barrier to right side route
-Moved small health/medium ammo closer to mid
-Changed routes to be more of curves rather than 90 degree corners(Thanks ibex!)
[u]Second[/u]
-Relatively unchanged
[u]Lobby[/u]
-Added some more height variation in right side (The Area I Have No Name For) to make it less boring
-Added a window to right side that sees the flank route on last
[u]Last[/u]
-Relatively unchanged

I know this map isn't really being hyped at all, but if anyone has some free time, I'd love to get this tested in a 6s pug!

[size=16][b]| [url=https://tf2maps.net/downloads/mutagen2.2501/]TF2Maps thread[/url] | [url=https://imgur.com/a/3Px6m]Imgur Album[/url] | [url=https://www.dropbox.com/s/59fw3clc3qwe875/cp_mutagen2_a6.bsp?dl=1]A6[/url] |[/b][/size]
15
#15
1 Frags +

Just so everyone knows, this project isn't dead. I think I've gotten the extent of pub testing that I need, so if anyone wants to orchestrate a lobby, feel free. As always, I appreciate any feedback you have, and I'm always willing to improve and work on the map.

In the meantime, here's a little preview of some detail sessions I've done(by no means is this the finished product):

Before: http://i.imgur.com/hbWd05w.jpg
After: http://i.imgur.com/t6z93Fw.jpg

Just so everyone knows, this project isn't dead. I think I've gotten the extent of pub testing that I need, so if anyone wants to orchestrate a lobby, feel free. As always, I appreciate any feedback you have, and I'm always willing to improve and work on the map.

In the meantime, here's a little preview of some detail sessions I've done(by no means is this the finished product):

Before: http://i.imgur.com/hbWd05w.jpg
After: http://i.imgur.com/t6z93Fw.jpg
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