this map should be in RGL next season
id honestly play this map in RGL next season just for the aesthetic. too many maps have the green/brown poop tint that hurts to look at now.
illyaid honestly play this map in RGL next season just for the aesthetic. too many maps have the green/brown poop tint that hurts to look at now.
trust me, it plays just as well
trust me, it plays just as well
b13 is out. Its a shame the jump-pads arent working out. I wish their quirkyness was more viable...
B14
Small update meant to improve the fight at choke and sightlines on last.
rgl forum thread here: https://forums.rgl.gg/topic/459/cp_mannbase
Middle:
• Extended ledge on quake room balc
Second:
• New ledge
Last:
• Closed off sightline on left and sightline to under
Small update meant to improve the fight at choke and sightlines on last.
rgl forum thread here: https://forums.rgl.gg/topic/459/cp_mannbase
[url=https://imgur.com/a/AAjsFgk]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase.8807/download?version=27170]Download
[/url]
Middle:
• Extended ledge on quake room balc
Second:
• New ledge
Last:
• Closed off sightline on left and sightline to under
B15a
Small update to refine a few things.
Fixed up general brushwork and some texture inconsistencies.
Lobby:
• Replaced window with solid wall/detailing, this was done due to some glitchiness
Choke:
• Replaced pipe with ramp also due to glitchiness.
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B15b - Visibility Update
• Made mid brighter.
• Plants have returned to quake room to make it more unique.
• Improved lighting in quakeroom/second/mid
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B15c - ready for league play update
• Clipping issues fixed
Small update to refine a few things.
Fixed up general brushwork and some texture inconsistencies.
[url=https://imgur.com/a/2QjOR0h]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase.8807/download?version=27407]Download
[/url]
Lobby:
• Replaced window with solid wall/detailing, this was done due to some glitchiness
Choke:
• Replaced pipe with ramp also due to glitchiness.
----------------------------------------------------------------------------------------------------------------------
B15b - Visibility Update
• Made mid brighter.
• Plants have returned to quake room to make it more unique.
• Improved lighting in quakeroom/second/mid
[url=https://tf2maps.net/downloads/mannbase.8807/download?version=27565]Download[/url]
[url=https://imgur.com/a/FI1py8C]Screenshots[/url]
----------------------------------------------------------------------------------------------------------------------
B15c - ready for league play update
• Clipping issues fixed
[url=----------------------------------------------------------------------------------------------------------------------
B15b - Visibility Update
• Made mid brighter.
• Plants have returned to quake room to make it more unique.
• Improved lighting in quakeroom/second/mid
[url=https://tf2maps.net/downloads/mannbase.8807/download?version=27597]Download[/url]
[url=https://imgur.com/a/FI1py8C]Screenshots[/url]
B16
Large update to further ready the map for the upcoming summer brawl.
Most fixes have been for camera work to be slightly improved but also to just make the map look nicer.
• Added OOB area on last
• Detailed last
• Detailed choke
• Detailed mid
• Changed green pipes to black/white ones
• Better HDR
• Better Lighting
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B16a
Largeish update to further ready the map for the upcoming summer brawl.
Most changes are optimization but there are also a few graphical changes around the map, this should be the last change before the summer brawl.
• Detailed lower lobby.
• Detailed above lobby.
• Added nebula to red side in 3d the skybox.
• Added details in window room.
• Added details to lobby.
• Added rocks around the map.
• Added vents around the map.
• Raised wall next to the mini hp in middle.
• Lowered HDR intensity.
Large update to further ready the map for the upcoming summer brawl.
Most fixes have been for camera work to be slightly improved but also to just make the map look nicer.
[url=https://imgur.com/a/N9eRiLP]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase.8807/download?version=27946]Download[/url]
• Added OOB area on last
• Detailed last
• Detailed choke
• Detailed mid
• Changed green pipes to black/white ones
• Better HDR
• Better Lighting
-------------------------------------------------------------------------------------------------------------------------
B16a
Largeish update to further ready the map for the upcoming summer brawl.
Most changes are optimization but there are also a few graphical changes around the map, this should be the last change before the summer brawl.
[url=https://imgur.com/a/Lyph1XY]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase.8807/download?version=27946]Download[/url]
• Detailed lower lobby.
• Detailed above lobby.
• Added nebula to red side in 3d the skybox.
• Added details in window room.
• Added details to lobby.
• Added rocks around the map.
• Added vents around the map.
• Raised wall next to the mini hp in middle.
• Lowered HDR intensity.
B17
Thanks to everyone that played the CappingTV Summer Brawl and played Mannbase. The feedback I've received has helped me gauge what the community wants from the map.
B17 contains quite a few changes to middle and various changes to areas around the map.
This isn't an incredibly large update as I'm trying to be cautious with large changes after people are just learned the map.
General changes:
• Small optimizations.
• New clipping.
• 3D Skybox lil more interesting
Middle:
• New ledge/window in IT.
• Compacted the area outside quake room and changed the platform into a rock structure.
• New ledge outside quake room.
• New pipe to stand on above IT.
• Removed texture bug.
Second:
• Rock added.
• Pipe added to assist players on the little step up.
Last:
• Added a new wall outside spawn to make last feel shorter.
• Removed sentry spot next to the same wall.
Qauke Room:
• Moved the health pack to assist different demo rollouts.
Lobby:
• New pipes to offer cover and a new way to duke. (did this because while lobby does feel quite large I didn't want to actually make it smaller if this isn't enough then Ill make some more extreme changes.)
• Changed the window to a darker shade so it looks more like a window and less like a hole in the wall.
• Changes lighting.
Window Room:
• New pipe and
Thanks to everyone that played the CappingTV Summer Brawl and played Mannbase. The feedback I've received has helped me gauge what the community wants from the map.
B17 contains quite a few changes to middle and various changes to areas around the map.
This isn't an incredibly large update as I'm trying to be cautious with large changes after people are just learned the map.
[url=https://imgur.com/a/xNo5uaq]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase.8807/download?version=28048]Download[/url]
General changes:
• Small optimizations.
• New clipping.
• 3D Skybox lil more interesting
Middle:
• New ledge/window in IT.
• Compacted the area outside quake room and changed the platform into a rock structure.
• New ledge outside quake room.
• New pipe to stand on above IT.
• Removed texture bug.
Second:
• Rock added.
• Pipe added to assist players on the little step up.
Last:
• Added a new wall outside spawn to make last feel shorter.
• Removed sentry spot next to the same wall.
Qauke Room:
• Moved the health pack to assist different demo rollouts.
Lobby:
• New pipes to offer cover and a new way to duke. (did this because while lobby does feel quite large I didn't want to actually make it smaller if this isn't enough then Ill make some more extreme changes.)
• Changed the window to a darker shade so it looks more like a window and less like a hole in the wall.
• Changes lighting.
Window Room:
• New pipe and
sexy map, I only thought to turn on 3d skyboxes halfway through exploring it, awesome visuals. The way you did the parallax and shimmer effects on the stars is genius.
I have some bugs to report, all mirrored on both sides of the map unless otherwise specified.
pixelwalk spots:
2nd above choke
https://i.imgur.com/u7zSLgm.jpg
2nd overlooking shutter door
https://i.imgur.com/PrTiUbx.jpg
2nd above spire
https://i.imgur.com/i7FiotQ.jpg
last behind the tube platform
https://i.imgur.com/iasHATB.jpeg
last above left spawn
https://i.imgur.com/JPkfjwk.jpg
mid above the sniper nest with the shutter door
https://i.imgur.com/5niC01I.jpg
mid above choke stood on the little sloped wall
https://i.imgur.com/ZAYWPkQ.jpg
not a pixelwalk, just a weird piece of floor geometry not extending all the way flush with the wall below it
https://i.imgur.com/YOsJenj.jpeg
weird bit between these two sets of barrels eats rockets, messed me up a couple of times when I was playing around with rolling out, avoidable by just using the spawn door but I thought it warranted mentioning anyway
https://i.imgur.com/YWnkzG3.jpeg
visual stuff:
outside wall past the fence when stood in this spot outside forward spawn on second is invisible, providing vision into choke without showing yourself
https://i.imgur.com/H0Dn2Rw.jpg
blu side only unfilled seam in pillar on last, almost not noticeable
https://i.imgur.com/oM2yZpZ.png
awesome map, thanks for creating this, hope to get a game or two on it and get some opinions about how it plays
I have some bugs to report, all mirrored on both sides of the map unless otherwise specified.
pixelwalk spots:
2nd above choke
[img]https://i.imgur.com/u7zSLgm.jpg[/img]
2nd overlooking shutter door
[img]https://i.imgur.com/PrTiUbx.jpg[/img]
2nd above spire
[img]https://i.imgur.com/i7FiotQ.jpg[/img]
last behind the tube platform
[img]https://i.imgur.com/iasHATB.jpeg[/img]
last above left spawn
[img]https://i.imgur.com/JPkfjwk.jpg[/img]
mid above the sniper nest with the shutter door
[img]https://i.imgur.com/5niC01I.jpg[/img]
mid above choke stood on the little sloped wall
[img]https://i.imgur.com/ZAYWPkQ.jpg[/img]
not a pixelwalk, just a weird piece of floor geometry not extending all the way flush with the wall below it
[img]https://i.imgur.com/YOsJenj.jpeg[/img]
weird bit between these two sets of barrels eats rockets, messed me up a couple of times when I was playing around with rolling out, avoidable by just using the spawn door but I thought it warranted mentioning anyway
[img]https://i.imgur.com/YWnkzG3.jpeg[/img]
visual stuff:
outside wall past the fence when stood in this spot outside forward spawn on second is invisible, providing vision into choke without showing yourself
[img]https://i.imgur.com/H0Dn2Rw.jpg[/img]
blu side only unfilled seam in pillar on last, almost not noticeable
[img]https://i.imgur.com/oM2yZpZ.png[/img]
[spoiler]RIP POOPY JOE, TRUE AMERICAN HERO
[img]https://i.imgur.com/mjcLbSc.png[/img][/spoiler]
awesome map, thanks for creating this, hope to get a game or two on it and get some opinions about how it plays
AdnurakHeaps of feedback :o
big thankies, will be making sure I fix up all of these, kinda hoped I could get away with the see through wall on second, guess I got a bit too keen on optimization. will get the update out tomorrow :)
also glad someone has spotted the secret :p
big thankies, will be making sure I fix up all of these, kinda hoped I could get away with the see through wall on second, guess I got a bit too keen on optimization. will get the update out tomorrow :)
also glad someone has spotted the secret :p
B17a
Cheers for the feedback on b17, I've fixed up a few issues pointed out by Adnurak and others :)
----------------------------------------------------------------------------------------------------------------------------------------------------------
B17b - moonlabmountain maintoun lab moonbase mannbase is maountain lab
Wanted to do a lil bit of detailing above lobby.
Few optimizations in terms of prop fade and what gets rendered on the map.
(also new 2d skybox)
(there are probably more changes but I cant remember them)
Middle:
• New rock you can use to get onto new rock this rock is above another rock. rock.
----------------------------------------------------------------------------------------------------------------------------------------------------------
B17c - Phantom displacement removed
Cheers for the feedback on b17, I've fixed up a few issues pointed out by Adnurak and others :)
[url=https://imgur.com/a/xNo5uaq]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase.8807/download?version=28048]Download[/url]
----------------------------------------------------------------------------------------------------------------------------------------------------------
B17b - moonlabmountain maintoun lab moonbase mannbase is maountain lab
Wanted to do a lil bit of detailing above lobby.
Few optimizations in terms of prop fade and what gets rendered on the map.
(also new 2d skybox)
[url=https://imgur.com/a/BoSOBOL]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase.8807/download?version=28166]Download[/url]
(there are probably more changes but I cant remember them)
Middle:
• New rock you can use to get onto new rock this rock is above another rock. rock.
----------------------------------------------------------------------------------------------------------------------------------------------------------
B17c - Phantom displacement removed
[url=https://imgur.com/a/BoSOBOL]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase.8807/download?version=28184]Download[/url]
B18 - Many Refinements
Been fiddling with the map over the past few weeks. I'm back to work and uni is picking up soon so expect slower updates.
*cough* if anyone is a modeler/texturer dm me *cough*
Gameplay Changes:
• Removed window shutter
• Extended some platforms that use stairs.
• Right door out of spawn room on last has been made smaller.
• Lobby door way into second has been adjusted
General Changes:
• Improved prop fade.
• Improved nodraw.
• Removed phantom entities.
• Weird texture issues.
Lighting improvements:
• Worklights installed in choke to make brighter.
• Dropdown is brighter.
• Lobby had lightning improved.
• Improved lighting on some props.
• Many other areas I cant remember
Detailing:
• Last is more underground.
• Last spawn and second forward spawn has been detailed.
• Perch on second has been made brighter to make more obvious.
• Hazard lines in doorways
• Quake room plants swapped for pipes.
• Dropdown has a pipe
• Above last has a walkway and tanks.
• Ropes above choke and second.
• Quake Room is now underground.
• Window Room is now underground and has a second level.
• Improved structures on mid to be a bit more realistic.
• Weird structures on mid have been made a lil more pretty.
------------------------------------------------------------------------------------------------------------------------------------------------------
B18a - Fixed middle cap
------------------------------------------------------------------------------------------------------------------------------------------------------
B18c - Few refinements
Updated stairs to look nicer.
Few graphical problems.
Been fiddling with the map over the past few weeks. I'm back to work and uni is picking up soon so expect slower updates.
*cough* if anyone is a modeler/texturer dm me *cough*
[url=https://imgur.com/a/OrBzqzE]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase.8807/download?version=28343]Download[/url]
Gameplay Changes:
• Removed window shutter
• Extended some platforms that use stairs.
• Right door out of spawn room on last has been made smaller.
• Lobby door way into second has been adjusted
General Changes:
• Improved prop fade.
• Improved nodraw.
• Removed phantom entities.
• Weird texture issues.
Lighting improvements:
• Worklights installed in choke to make brighter.
• Dropdown is brighter.
• Lobby had lightning improved.
• Improved lighting on some props.
• Many other areas I cant remember
Detailing:
• Last is more underground.
• Last spawn and second forward spawn has been detailed.
• Perch on second has been made brighter to make more obvious.
• Hazard lines in doorways
• Quake room plants swapped for pipes.
• Dropdown has a pipe
• Above last has a walkway and tanks.
• Ropes above choke and second.
• Quake Room is now underground.
• Window Room is now underground and has a second level.
• Improved structures on mid to be a bit more realistic.
• Weird structures on mid have been made a lil more pretty.
------------------------------------------------------------------------------------------------------------------------------------------------------
B18a - Fixed middle cap
------------------------------------------------------------------------------------------------------------------------------------------------------
B18c - Few refinements
[url=https://imgur.com/a/OMEo2TI]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase.8807/download?version=29333]Download[/url]
Updated stairs to look nicer.
Few graphical problems.
Glad to see this map is still developing and getting its deserved love from skaz. Hope more tournaments like the CappingTV Summer Brawl are willing to shine some light on this beauty. c:
I am having issues running this map above 144 on a solo server and am having alot of missing texture issues. also imo i dont like the flank route on mid. i feel like the mid is honestly good without it and it will go unused.
iylyI am having issues running this map above 144 on a solo server and am having alot of missing texture issues.
What are your specs and config? I can check when I get home later, but I do not recall having any noticable performance issues, even when playtesting with a full 6v6 ( and even 12v12) server...
What are your specs and config? I can check when I get home later, but I do not recall having any noticable performance issues, even when playtesting with a full 6v6 ( and even 12v12) server...
iylyI am having issues running this map above 144 on a solo server and am having alot of missing texture issues. also imo i dont like the flank route on mid. i feel like the mid is honestly good without it and it will go unused.
Not really sure how you can be having missing texture issues. The map was just ran in an ozfortress cup and didn't get any complaints. I did however get a few complaints about FPS (however not as drastic as 144 on a solo server). The FPS issues will hopefully be fixed in B19 which will likely be out later today.
Are there any areas in particular where your fps drops especially low?
Not really sure how you can be having missing texture issues. The map was just ran in an ozfortress cup and didn't get any complaints. I did however get a few complaints about FPS (however not as drastic as 144 on a solo server). The FPS issues will hopefully be fixed in B19 which will likely be out later today.
Are there any areas in particular where your fps drops especially low?
There are 'intermittent' missing textures on all of the pipes for me (https://i.imgur.com/5BsCh6f.png). I have been scratching my head trying to figure out why they're sometimes missing but sometimes not and I can't figure it out.
I have found that the textures are more likely to be missing if I've loaded a different map before mannbase, and the textures always show up normal after a matsys reload like changing mat_specular or mat_phong.
I also have fps issues on this map, specifically bad fps when standing on 2nd looking towards mid or standing on mid looking towards 2nd, as if there's little to no occlusion going on between them. It's probably barely noticeable on non-toaster gpus though.
I have found that the textures are more likely to be missing if I've loaded a different map before mannbase, and the textures always show up normal after a matsys reload like changing mat_specular or mat_phong.
I also have fps issues on this map, specifically bad fps when standing on 2nd looking towards mid or standing on mid looking towards 2nd, as if there's little to no occlusion going on between them. It's probably barely noticeable on non-toaster gpus though.
mainly when looking tward the next points. i dont have a very good pc and barely run the classic 6s stuff at 144. and yeah ever since i downloaded the map the ground texture has a sheen of missing texture.
iylymainly when looking tward the next points. i dont have a very good pc and barely run the classic 6s stuff at 144. and yeah ever since i downloaded the map the ground texture has a sheen of missing texture.
mat_bumpmap 1 will fix that many graphics cfgs do that, not an issue with the map.
mat_bumpmap 1 will fix that many graphics cfgs do that, not an issue with the map.
turbochad69There are 'intermittent' missing textures on all of the pipes for me (https://i.imgur.com/5BsCh6f.png). I have been scratching my head trying to figure out why they're sometimes missing but sometimes not and I can't figure it out.
I have found that the textures are more likely to be missing if I've loaded a different map before mannbase, and the textures always show up normal after a matsys reload like changing mat_specular or mat_phong.
huh, I haven't seen that issue with the map before, it's possible there is another map that uses those same pipes but has them slightly different? Do you know if it happens with all maps or one in particular? It's unlikely ill be able to fix it for B19, because I need to have it out in time for the rgl cup, but ill be able to fix for b19a/b20 whatever comes first
turbochad69I also have fps issues on this map, specifically bad fps when standing on 2nd looking towards mid or standing on mid looking towards 2nd, as if there's little to no occlusion going on between them. It's probably barely noticeable on non-toaster gpus though.
I've closed up the skybox a bit between second and middle so fps should be better in that case
I have found that the textures are more likely to be missing if I've loaded a different map before mannbase, and the textures always show up normal after a matsys reload like changing mat_specular or mat_phong.
[/quote]
huh, I haven't seen that issue with the map before, it's possible there is another map that uses those same pipes but has them slightly different? Do you know if it happens with all maps or one in particular? It's unlikely ill be able to fix it for B19, because I need to have it out in time for the rgl cup, but ill be able to fix for b19a/b20 whatever comes first
[quote=turbochad69]
I also have fps issues on this map, specifically bad fps when standing on 2nd looking towards mid or standing on mid looking towards 2nd, as if there's little to no occlusion going on between them. It's probably barely noticeable on non-toaster gpus though.[/quote]
I've closed up the skybox a bit between second and middle so fps should be better in that case
skazhuh, I haven't seen that issue with the map before, it's possible there is another map that uses those same pipes but has them slightly different? Do you know if it happens with all maps or one in particular?
It seems to mostly happen when loading cp_workflow_b10, which does look to have the same pipes, although I haven't tested enough to say that's the only map and I think the textures were missing once without loading another map first. The reason is either an issue loading the vmts or the parameters in them clashing somehow with the precached ones https://i.imgur.com/8KX1yJG.png.
Honestly it's probably either a bug in cp_workflow or just tf2 in general and not in this map, although it does seem like this map is the only one affected, other maps with the same pipes have normal textures after loading cp_workflow.
huh, I haven't seen that issue with the map before, it's possible there is another map that uses those same pipes but has them slightly different? Do you know if it happens with all maps or one in particular?[/quote]
It seems to mostly happen when loading cp_workflow_b10, which does look to have the same pipes, although I haven't tested enough to say that's the only map and I think the textures were missing once without loading another map first. The reason is either an issue loading the vmts or the parameters in them clashing somehow with the precached ones https://i.imgur.com/8KX1yJG.png.
Honestly it's probably either a bug in cp_workflow or just tf2 in general and not in this map, although it does seem like this map is the only one affected, other maps with the same pipes have normal textures after loading cp_workflow.
B19 - Preparations for RGL cup based on recent feedback
First want thank everyone for the excellent feedback I've received over the past month or so. The survey I put out into the ozfortress community really helped to give me an idea of how people saw the map. Which up until now I wasn't really sure.
Quite a few gameplay adjustments have been made and FPS has been improved.
There likely won't be a new version until after the RGL cup. So make sure you get your feedback in before then, however, if there is anything game-breaking I'll do my best to get it fixed.
Gameplay Changes:
• Middle has been redesigned slightly. Moved the ramp you walk up to mid further back so you get height earlier. Added boxes on the point for more cover to push up. The rock on the cliff has been removed.
• The flanks on the mid have been cut in half, stopping the enemy from getting into your flank. People didn't like these but I still wanted that staircase up to give attackers some height.
• Doorway in Quake Room that leads towards window room has been removed. Wanted to focus the fight a bit more and differentiate it from other maps.
• Last has been squished in slightly, this should help defenders force meds if they push in from the right side (defenders pov).
• Choke has been reduced in size. There are now some steel beams above choke so soldiers cannot jump to the moon (earth?) and get to the back of second. (Im not sure about this change because people liked it was easy to sac but tbh it was kind of OP)
• The ramps in and around choke were quite steep so I raised the floor a bit, you hopefully will feel like less of a dwarf in those areas now.
• Ledge just outside choke (second side) has been lowered.
• Health packs in window room, lobby, and second have been adjusted. (just the small ones)
• Moved some props around that offered cover.
FPS and Optimization:
• Lowered the amount that gets rendered on second when standing mid and vise versa.
• Asteroids in the skybox no longer cast shadows (this improved FPS with the 3d skybox on a decent amount for me)
First want thank everyone for the excellent feedback I've received over the past month or so. The survey I put out into the ozfortress community really helped to give me an idea of how people saw the map. Which up until now I wasn't really sure.
Quite a few gameplay adjustments have been made and FPS has been improved.
There likely won't be a new version until after the RGL cup. So make sure you get your feedback in before then, however, if there is anything game-breaking I'll do my best to get it fixed.
[url=https://imgur.com/a/JLdHdkO]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase.8807/download?version=29622]Download[/url]
Gameplay Changes:
• Middle has been redesigned slightly. Moved the ramp you walk up to mid further back so you get height earlier. Added boxes on the point for more cover to push up. The rock on the cliff has been removed.
• The flanks on the mid have been cut in half, stopping the enemy from getting into your flank. People didn't like these but I still wanted that staircase up to give attackers some height.
• Doorway in Quake Room that leads towards window room has been removed. Wanted to focus the fight a bit more and differentiate it from other maps.
• Last has been squished in slightly, this should help defenders force meds if they push in from the right side (defenders pov).
• Choke has been reduced in size. There are now some steel beams above choke so soldiers cannot jump to the moon (earth?) and get to the back of second. (Im not sure about this change because people liked it was easy to sac but tbh it was kind of OP)
• The ramps in and around choke were quite steep so I raised the floor a bit, you hopefully will feel like less of a dwarf in those areas now.
• Ledge just outside choke (second side) has been lowered.
• Health packs in window room, lobby, and second have been adjusted. (just the small ones)
• Moved some props around that offered cover.
FPS and Optimization:
• Lowered the amount that gets rendered on second when standing mid and vise versa.
• Asteroids in the skybox no longer cast shadows (this improved FPS with the 3d skybox on a decent amount for me)
def was the asteroids causing lots of the frame drops on the map and i have to say the cut down on the mid flanks is good. looks alot more playable now. thank you for being the only mapper in the rgl cup to listen to feedback so far :3
One more thing. https://cdn.discordapp.com/attachments/815472421426692127/841316032387350548/20210510090812_1.jpg
this is still happening for me. just for future updates.
One more thing. https://cdn.discordapp.com/attachments/815472421426692127/841316032387350548/20210510090812_1.jpg
this is still happening for me. just for future updates.
B19a - Gameplay Refinements
We back, just wanted to say a quick thank you to RGL and all the players for playtesting the map. I got a lot of great feedback from new faces :).
p.s. I'm probably going to forget a decent chunk of stuff. Again.
Gameplay Changes:
• Blocked off sightline on last from right side spawn (defender persp)
• Raised floor on last
• New window in Quake Room to prevent stalemates, should make sacing and aggressing easier.
• Re-added the flank on middle.
Also fixed up a bunch of issues both gameplay-related and graphics-related.
We back, just wanted to say a quick thank you to RGL and all the players for playtesting the map. I got a lot of great feedback from new faces :).
p.s. I'm probably going to forget a decent chunk of stuff. Again.
[url=https://imgur.com/a/2e5Y5fF]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase.8807/download?version=30580]Download[/url]
Gameplay Changes:
• Blocked off sightline on last from right side spawn (defender persp)
• Raised floor on last
• New window in Quake Room to prevent stalemates, should make sacing and aggressing easier.
• Re-added the flank on middle.
Also fixed up a bunch of issues both gameplay-related and graphics-related.
b4nny: holy fuck mannbase is so fucking good omfg I fucking love mannbase!
RC1b
This is likely the last version of Mannbase where I go out of my way to update it. That doesn't mean it won't get future updates. If the map gets played in a league or receives sufficient feedback I will be more than happy to update it.
There are many small refinements and a few very large refinements. There is one change that might not be the best for competitive play (this being the back door to quake room being added back in), but it is a feature that to me is very key to Mannbase.
So here are the changes.
Gameplay
• Removed small ammo and HP pack red side second. Didn't realize this wasn't symmetrical, my bad.
• Adjusted the ramps up to the point in mid. I feel this improves movement in this area.
• Added back the back door to the quake room. Should help attacking into second from middle.
• Removed window in quake room. Hoped it would be used to sac into second but this was just a bad idea. Window was too small + scouts could just sit in there and deny soldiers.
• Split up lobby slightly. The wideness of lobby was always a complaint from players, this doesn't directly fix this but should make fights closer range.
• Moved one of the spawns doors at last back. Nerfs resup binds.
• Added a cart on last next to a wall. It's a tiny change, but should help attackers a tad.
• Removed no-builds on last.
• Flattened last slightly.
Details
• Adjusted lighting in dark areas.
• Replaced brush details with props.
• Detailed shutter door frames.
• Removed the buggy textures mentioned above.
• Detailed various places all over the map.
This is likely the last version of Mannbase where I go out of my way to update it. That doesn't mean it won't get future updates. If the map gets played in a league or receives sufficient feedback I will be more than happy to update it.
[url=https://imgur.com/a/fxJ7UTH]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase.8807/download]Download[/url]
There are many small refinements and a few very large refinements. There is one change that might not be the best for competitive play (this being the back door to quake room being added back in), but it is a feature that to me is very key to Mannbase.
So here are the changes.
Gameplay
• Removed small ammo and HP pack red side second. Didn't realize this wasn't symmetrical, my bad.
• Adjusted the ramps up to the point in mid. I feel this improves movement in this area.
• Added back the back door to the quake room. Should help attacking into second from middle.
• Removed window in quake room. Hoped it would be used to sac into second but this was just a bad idea. Window was too small + scouts could just sit in there and deny soldiers.
• Split up lobby slightly. The wideness of lobby was always a complaint from players, this doesn't directly fix this but should make fights closer range.
• Moved one of the spawns doors at last back. Nerfs resup binds.
• Added a cart on last next to a wall. It's a tiny change, but should help attackers a tad.
• Removed no-builds on last.
• Flattened last slightly.
Details
• Adjusted lighting in dark areas.
• Replaced brush details with props.
• Detailed shutter door frames.
• Removed the buggy textures mentioned above.
• Detailed various places all over the map.
RC2a
Coupla thingos innit
Gameplay
• Added mini hp and ammo on last further forward to help defenders
• Added jump pad on mid to assist rotates
• Made ceiling flush in some areas for mobility
• Removed pimple on last for mobility
• Simplified lobby for mobility
• Lowered door into second and detailed
• 2 Medium hp in lobby now
• Removed the pocket area from choke
• More cover on last for def
• Crate near the back of second to help meds onto the high ground
• Skybox is not buggy
probs some other stuff too that im forgetting including details
everything is broken hang on
[url=https://imgur.com/a/ueNrDNl]Screens[/url]
[url=https://tf2maps.net/downloads/mannbase.8807/download]Download[/url]
Coupla thingos innit
Gameplay
• Added mini hp and ammo on last further forward to help defenders
• Added jump pad on mid to assist rotates
• Made ceiling flush in some areas for mobility
• Removed pimple on last for mobility
• Simplified lobby for mobility
• Lowered door into second and detailed
• 2 Medium hp in lobby now
• Removed the pocket area from choke
• More cover on last for def
• Crate near the back of second to help meds onto the high ground
• Skybox is not buggy
probs some other stuff too that im forgetting including details
everything is broken hang on