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cp_entropy (5cp)
1
#1
0 Frags +

cp_entropy

Latest version: b5b

Screenshots:

Show Content

Entropy is a 6s map inspired by mainly badlands and gullywash but with ideas taken from almost every 6s map imaginable. The map is an abandoned city slowly withering. Entropy is also on the workshop now.
Rollouts and common callouts.

Thanks to Bulletcrop asset makers for the coloured pipes and sewer.

Beta versions: b1, b2, b3 , b3b, b4, b5

Alpha versions: a13, a14, a15, a16, a17, a18b, a19a, a20

FEEDBACK: Google form

[h][b]cp_entropy[/b][/h]

[b]Latest version: [/b] [url=https://fastdl.serveme.tf/maps/cp_entropy_b5b.bsp]b5b[/url]

[b]Screenshots[/b]:
[spoiler]
[img]https://i.imgur.com/6zpKXMM.jpg[/img]
[img]https://i.imgur.com/JhJDYbF.jpg[/img]
[img]https://i.imgur.com/NqmU7cx.jpg[/img]
[img]https://i.imgur.com/xdGhKfM.jpg[/img]
[img]https://i.imgur.com/qYCCNsQ.jpg[/img]
[img]https://i.imgur.com/HhyGaHq.jpg[/img]
[img]https://i.imgur.com/PRsmu4M.jpg[/img]
[img]https://i.imgur.com/Uli8RZj.jpg[/img]
[img]https://i.imgur.com/Wx7Q1cS.jpg[/img]
[img]https://i.imgur.com/Xv90BKa.jpg[/img]
[url=https://imgur.com/a/lHy9QRO]Album[/url]
[/spoiler]



Entropy is a 6s map inspired by mainly badlands and gullywash but with ideas taken from almost every 6s map imaginable. The map is an abandoned city slowly withering. Entropy is also on the [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3018790729]workshop[/url] now.
[url=https://www.youtube.com/watch?v=ig7ExIFukFA]Rollouts [/url] and [url=https://imgur.com/a/JQZrP04] common callouts[/url].

Thanks to Bulletcrop asset makers for the coloured pipes and sewer.

Beta versions: [url=https://dl.serveme.tf/maps/cp_entropy_b1.bsp]b1[/url], [url=https://tf2maps.net/downloads/entropy.15499/download]b2[/url], [url=https://tf2maps.net/downloads/entropy.15499/download]b3 [/url], [url=https://dl.serveme.tf/maps/cp_entropy_b3b.bsp]b3b[/url], [url=https://dl.serveme.tf/maps/cp_entropy_b4.bsp]b4[/url], [url=https://tf2maps.net/downloads/entropy.15499/download]b5[/url]

Alpha versions: [url=https://dl.serveme.tf/maps/cp_entropy_a13.bsp]a13[/url], [url=https://dl.serveme.tf/maps/cp_entropy_a14.bsp]a14[/url], [url=https://dl.serveme.tf/maps/cp_entropy_a15.bsp]a15[/url], [url=https://dl.serveme.tf/maps/cp_entropy_a16.bsp]a16[/url], [url=https://dl.serveme.tf/maps/cp_entropy_a17.bsp]a17[/url], [url=https://dl.serveme.tf/maps/cp_entropy_a18b.bsp]a18b[/url], [url=https://dl.serveme.tf/maps/cp_entropy_a19a.bsp]a19a[/url], [url=https://dl.serveme.tf/maps/cp_entropy_a20.bsp]a20[/url]

[b]FEEDBACK[/b]: [url=https://forms.gle/sBjqr9WYomzhMcyW7]Google form[/url]
2
#2
7 Frags +

dis is the most fun map. Periodt

dis is the most fun map. Periodt
3
#3
-15 Frags +

yeap. its sick.

yeap. its sick.
4
#4
14 Frags +

my son

my son
5
#5
7 Frags +

i played this and i loved it

i played this and i loved it
6
#6
0 Frags +

hujowa mapa

hujowa mapa
7
#7
-3 Frags +
ylleni played this and i loved it

when do you finish subbase

[quote=yllen]i played this and i loved it[/quote]
when do you finish subbase
8
#8
5 Frags +

badlands mid traincars my beloved

badlands mid traincars my beloved
9
#9
3 Frags +

making gully mid look appealing

making gully mid look appealing
10
#10
2 Frags +

a14
Screenshots

Mid
- More spacious low-ground
- Nipple less accessible for scouts
- Larger capzone

Second
- Added valley-esque area between the balcony and point for more verticality
- Completely changed the spire
- Larger capzone
- Changed the balcony to lobby
- Monorail/aqueduct removed
- Ammo packs

General
- More optimization

[url=https://dl.serveme.tf/maps/cp_entropy_a14.bsp]a14[/url]
[url=https://imgur.com/a/zCzsSZ4]Screenshots[/url]

Mid
- More spacious low-ground
- Nipple less accessible for scouts
- Larger capzone

Second
- Added valley-esque area between the balcony and point for more verticality
- Completely changed the spire
- Larger capzone
- Changed the balcony to lobby
- Monorail/aqueduct removed
- Ammo packs

General
- More optimization
11
#11
4 Frags +

a15
Screenshots

Grass was rather empty which was a simple fix and substantial enough of an issue to deserve a quick change.

Second
- Some geometry added to grass
- Small pack moved off the spire onto the low ground under the bridge
- Ramp on the flank made steeper to make some jumps possible
- Outpost made for a roamer in river/diag/aleppo
- Collapsed ceiling

Last
- Window to lobby removed

[url=https://dl.serveme.tf/maps/cp_entropy_a15.bsp]a15[/url]
[url=https://imgur.com/a/3FRKkfV]Screenshots[/url]

Grass was rather empty which was a simple fix and substantial enough of an issue to deserve a quick change.

Second
- Some geometry added to grass
- Small pack moved off the spire onto the low ground under the bridge
- Ramp on the flank made steeper to make some jumps possible
- Outpost made for a roamer in river/diag/aleppo
- Collapsed ceiling

Last
- Window to lobby removed
12
#12
3 Frags +

mid is more dynamic with extra space underneath which can be utilized for more flanks and plays than before and 2nd feels nicer with more fightable ground around the point. the rocks on 2nd also divide up the left choke better for spamming/bombing, looking good

mid is more dynamic with extra space underneath which can be utilized for more flanks and plays than before and 2nd feels nicer with more fightable ground around the point. the rocks on 2nd also divide up the left choke better for spamming/bombing, looking good
13
#13
3 Frags +

a16

Mid
- Changed the hut by the exit of flank
- Changed Z/connector to flank
- Ramp on the flank is steeper making some new jumps possible
- Smoothened out some bumps
- Dropdown less accessible to scouts

Second
- Fewer splashbugs
- Frogs

Last
- New door in to last (similar to the old vent)
- Smoothened out some bumps

General
- Rough soundscapes (will change soon)
- Fog
- Shadows
- Slightly more optimized (hopefully)
- All caps take longer

[url=https://dl.serveme.tf/maps/cp_entropy_a16.bsp]a16[/url]

Mid
- Changed the hut by the exit of flank
- Changed Z/connector to flank
- Ramp on the flank is steeper making some new jumps possible
- Smoothened out some bumps
- Dropdown less accessible to scouts

Second
- Fewer splashbugs
- Frogs

Last
- New door in to last (similar to the old vent)
- Smoothened out some bumps

General
- Rough soundscapes (will change soon)
- Fog
- Shadows
- Slightly more optimized (hopefully)
- All caps take longer
14
#14
11 Frags +

Changes are meant to hopefully address all the feedback I got so far from the cup on entropy and subbase from the players. Thanks to everyone who put their two cents in.

a17
Screenshots

Mid
- Scout can once more reach dropdown
- Fixed some awkward grass
- The top door on the flank can no longer be reached by medics from mid
- Choke wider

Second
- Changed ramp to river to be rubble
- Forward door now a big shutter
- Added a wall in river with some boxes

Last
- Cleaned up lobby making it more flush
- Raised ceiling in bottom lobby
- High ground entrance on last extended to reduce spam
- Removed one of the stairs to high ground behind the point
- Added some geometry and props to use in fights
- Cap time reduced
- Capzone extends to the hazards
- Bridge widened
- Additional bridge was added behind the wall behind point
- Vent/tunnel moved to the back of last
- Doors for spawn made similar to gully/sunshine
- Right side (defender's perspective) has been made bigger.

Changes are meant to hopefully address all the feedback I got so far from the cup on entropy and subbase from the players. Thanks to everyone who put their two cents in.

[url=https://dl.serveme.tf/maps/cp_entropy_a17.bsp]a17[/url]
[url=https://imgur.com/a/IGitUIH]Screenshots[/url]

Mid
- Scout can once more reach dropdown
- Fixed some awkward grass
- The top door on the flank can no longer be reached by medics from mid
- Choke wider

Second
- Changed ramp to river to be rubble
- Forward door now a big shutter
- Added a wall in river with some boxes

Last
- Cleaned up lobby making it more flush
- Raised ceiling in bottom lobby
- High ground entrance on last extended to reduce spam
- Removed one of the stairs to high ground behind the point
- Added some geometry and props to use in fights
- Cap time reduced
- Capzone extends to the hazards
- Bridge widened
- Additional bridge was added behind the wall behind point
- Vent/tunnel moved to the back of last
- Doors for spawn made similar to gully/sunshine
- Right side (defender's perspective) has been made bigger.
15
#15
5 Frags +

this map is gonna look so fire when it's textured. also still the most fun 6s map

this map is gonna look so fire when it's textured. also still the most fun 6s map
16
#16
5 Frags +

I have run out of ideas for gameplay changes and thus this update is mostly cosmetic. The "new" last still needs proper testing but beyond that, I'm feeling somewhat satisfied with how the mid and 2nd play.

a18b
Screenshots

Mid
- Added a small wall to section off high ground and low ground
- Changed the windows above choke
- New geometry in choke, medics can now reach dropdown (barely)
- Cosmetic changes to choke, flank, and some minor stuff on mid

Second
- Bridge and spire changed place
- Cosmetic changes

Last
- Main door changed
- Spawn doors are slightly further forward and doors beyond that are slightly wider
- Point moved back just a little

I have run out of ideas for gameplay changes and thus this update is mostly cosmetic. The "new" last still needs proper testing but beyond that, I'm feeling somewhat satisfied with how the mid and 2nd play.

[url=https://dl.serveme.tf/maps/cp_entropy_a18b.bsp]a18b[/url]
[url=https://imgur.com/a/zyiKrix]Screenshots[/url]

Mid
- Added a small wall to section off high ground and low ground
- Changed the windows above choke
- New geometry in choke, medics can now reach dropdown (barely)
- Cosmetic changes to choke, flank, and some minor stuff on mid

Second
- Bridge and spire changed place
- Cosmetic changes

Last
- Main door changed
- Spawn doors are slightly further forward and doors beyond that are slightly wider
- Point moved back just a little
17
#17
6 Frags +

small invisible wall here on mid that makes rocket jumps worse

small invisible wall [url=https://imgur.com/a/DzoB5Y8]here[/url] on mid that makes rocket jumps worse
18
#18
4 Frags +

Thank you to ozfortress for playing my map in a cup, I got some great suggestions on what to do with last, which is the focal point of this update.

a19a
Screenshots

Mid
- Nothing noteworthy

Second
- Grass/Wax/Lower all the way to taiwan/sewer is now much smaller in width and depth, and the floor has been raised
- Capzone on top of the tower has been removed
- The tunnel in lower lobby is gone, that entrance now connects near the shutter (similar to badlands).

Last
- The entire last is now along the grid and no longer diagonal
- Left stair to high ground near main has moved forward
- Tunnel is gone; that entrance now resembles a mix of badlands lower left and gullywash river
- The wall behind the point has changed
- The left stairway behind point is much more spacious
- Walls for cover resembling that of utopia added in front of the point
- Dev textures still devy but a little less devy

General
- Cosmetic changes like vines and some more fog

Thank you to ozfortress for playing my map in a cup, I got some great suggestions on what to do with last, which is the focal point of this update.

[url=https://dl.serveme.tf/maps/cp_entropy_a19a.bsp]a19a[/url]
[url=https://imgur.com/a/1T1CNib]Screenshots[/url]

Mid
- Nothing noteworthy

Second
- Grass/Wax/Lower all the way to taiwan/sewer is now much smaller in width and depth, and the floor has been raised
- Capzone on top of the tower has been removed
- The tunnel in lower lobby is gone, that entrance now connects near the shutter (similar to badlands).

Last
- The entire last is now along the grid and no longer diagonal
- Left stair to high ground near main has moved forward
- Tunnel is gone; that entrance now resembles a mix of badlands lower left and gullywash river
- The wall behind the point has changed
- The left stairway behind point is much more spacious
- Walls for cover resembling that of utopia added in front of the point
- Dev textures still devy but a little less devy

General
- Cosmetic changes like vines and some more fog
19
#19
2 Frags +
ainosmall invisible wall here on mid that makes rocket jumps worse

Afaik, this is a consequence of how hitboxes and diagonal walls interact, unfortunately.

[quote=aino]small invisible wall [url=https://imgur.com/a/DzoB5Y8]here[/url] on mid that makes rocket jumps worse[/quote]
Afaik, this is a consequence of how hitboxes and diagonal walls interact, unfortunately.
20
#20
11 Frags +

Much like a18, this is mainly a cosmetic change to second. Last and lobby are yet to be detailed and textured as I'm waiting for better gameplay testing before I start detailing there too much. There is some really janky lighting on second but I'm ignoring that for now.

a20
Screenshots

Mid
- Small cosmetic changes

Second
- Now detailed and textured (mostly)

Last
- Small pack behind the point
- Bottom left changed slightly
- Adjustments to some awkward alignment of walls

General
- Hopefully more optimized

Much like a18, this is mainly a cosmetic change to second. Last and lobby are yet to be detailed and textured as I'm waiting for better gameplay testing before I start detailing there too much. There is some really janky lighting on second but I'm ignoring that for now.

[url=https://dl.serveme.tf/maps/cp_entropy_a20.bsp]a20[/url]
[url=https://imgur.com/a/MCd1CRy]Screenshots[/url]

Mid
- Small cosmetic changes

Second
- Now detailed and textured (mostly)

Last
- Small pack behind the point
- Bottom left changed slightly
- Adjustments to some awkward alignment of walls

General
- Hopefully more optimized
21
#21
-1 Frags +

i see equal post i upvote

i see equal post i upvote
22
#22
-1 Frags +

I see SWE post i downvote

I see SWE post i downvote
23
#23
1 Frags +

https://cdn.discordapp.com/attachments/914186265962905682/1090712626134261930/20230329150148_1.jpg
Heyo, just figured I'd let you know you have a missing texture here. From my experience on other maps, this particular door is really prone to having this missing texture, so maybe consider replacing it with something? Up to you.

Cannot recommend this cool guy (https://tf2maps.net/downloads/tech-doors.578/) enough tho!

https://cdn.discordapp.com/attachments/914186265962905682/1090712626134261930/20230329150148_1.jpg
Heyo, just figured I'd let you know you have a missing texture here. From my experience on other maps, this particular door is really prone to having this missing texture, so maybe consider replacing it with something? Up to you.

Cannot recommend this cool guy (https://tf2maps.net/downloads/tech-doors.578/) enough tho!
24
#24
1 Frags +

its a teleporter from 2nd to 2nd, is supposed to look like that

its a teleporter from 2nd to 2nd, is supposed to look like that
25
#25
2 Frags +
Katsu Door

There is an a20b version, where we're testing some very minor changes on last, the door is fixed here in case its an eyesore.

[quote=Katsu] Door [/quote]
There is an [url=https://dl.serveme.tf/maps/cp_entropy_a20b.bsp]a20b [/url] version, where we're testing some very minor changes on last, the door is fixed here in case its an eyesore.
26
#26
7 Frags +

Entropy is now in beta!

These changes are once again mostly visual. The map has now been textured in its entirety. There are of course areas that still need a lot of detailing work and lighting is basically untouched since the start, this will be the main focus of the next version (be it no major gameplay changes are needed).

Download: b1

The notes are basically just cosmetic changes on last and optimization.

Screenshots:

Show Content
[b]Entropy is now in beta![/b]



These changes are once again mostly visual. The map has now been textured in its entirety. There are of course areas that still need a lot of detailing work and lighting is basically untouched since the start, this will be the main focus of the next version (be it no major gameplay changes are needed).

Download: [url=https://dl.serveme.tf/maps/cp_entropy_b1.bsp]b1 [/url]

The notes are basically just cosmetic changes on last and optimization.

[b]Screenshots[/b]:
[spoiler]
[img]https://i.imgur.com/K6tM1Pt.png[/img]
[img]https://i.imgur.com/wpp4UeU.png[/img]
[img]https://i.imgur.com/nVokZrX.png[/img]
[img]https://i.imgur.com/rByuRQ4.png[/img]
[img]https://i.imgur.com/0RhogS4.png[/img]
[img]https://i.imgur.com/Vwtmjsg.png[/img]
[img]https://i.imgur.com/hS81r6y.png[/img]
[img]https://i.imgur.com/NoeWifj.png[/img]
[/spoiler]
27
#27
0 Frags +

Last looks really cool, im just afraid that the plants (on the floor close to the point) might cause some problems later on with sniper sightlines or just stickies

Last looks really cool, im just afraid that the plants (on the floor close to the point) might cause some problems later on with sniper sightlines or just stickies
28
#28
8 Frags +

Second beta update with pretty much nothing but lighting.
b2

Last
- Small walkable ledge by the lower left stairs for attackers to use to peak snipers or have medics walk on high ground

General
- Lighting everything
- Removed the comically big leaves

Let me know if areas feel too dark or what not, the lighting was a pain.

Screenshots:

Show Content
ympoLast looks really cool, im just afraid that the plants (on the floor close to the point) might cause some problems later on with sniper sightlines or just stickies

I can't immediately see what sightlines would be problematic, if it is the case that they are bad however it will be a very easy fix.

Second beta update with pretty much nothing but lighting.
[url=https://tf2maps.net/downloads/entropy.15499/download]b2[/url]

Last
- Small walkable ledge by the lower left stairs for attackers to use to peak snipers or have medics walk on high ground

General
- Lighting everything
- Removed the comically big leaves

Let me know if areas feel too dark or what not, the lighting was a pain.

Screenshots:
[spoiler]
[img]https://i.imgur.com/UiaC8yc.png[/img]
[img]https://i.imgur.com/XQhiGRM.png[/img]
[img]https://i.imgur.com/0shBFw9.png[/img]
[img]https://i.imgur.com/UB4CjWV.png[/img]
[img]https://i.imgur.com/e0TOG13.png[/img]
[img]https://i.imgur.com/ef4H6qg.png[/img]
[img]https://i.imgur.com/tTYFEHf.png[/img]
[img]https://i.imgur.com/qfah4m1.png[/img]
[img]https://i.imgur.com/vTtIT2E.png[/img]
[/spoiler]

[quote=ympo]Last looks really cool, im just afraid that the plants (on the floor close to the point) might cause some problems later on with sniper sightlines or just stickies[/quote]

I can't immediately see what sightlines would be problematic, if it is the case that they are bad however it will be a very easy fix.
29
#29
7 Frags +

please remove the fake shutter on second into last lobby, it is so easy to fake walk into it

please remove the fake shutter on second into last lobby, it is so easy to fake walk into it
30
#30
5 Frags +
notstevenplease remove the fake shutter on second into last lobby, it is so easy to fake walk into it

Do you mean the forward spawn? If so ill make it clear that it's not an entrance.

[quote=notsteven]please remove the fake shutter on second into last lobby, it is so easy to fake walk into it[/quote]

Do you mean the forward spawn? If so ill make it clear that it's not an entrance.
1 2
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