Seeing as how Mangachu decided to provide the download link for the early version of the map without asking me, might as well put a thread together.
Koth_coalplant is a reworked version of cp_ashville, essentially returning it to its koth roots and trying to create something with roughly the same gameplay as koth_ashville, with the visuals of cp_ashville. I've made many changes to cp_ash to accomplish this, including reducing the size of the "courtyard" (where the second point used to be, and where players spawn now), adding an upper route on the left into warehouse (instead of the tunnel route from cp_ash), changing the balcony push on right to a lower-to-higher route, and removing the path from middle point to the balcony.
Obviously its a work in progress, and I still have a lot of work to do (part of the reason I didn't publicly release it on my own), but it is both visually pleasing, and fairly similar to koth_ashville that people are familiar with.
Any feedback is appreciated.
Download link for this season : https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b2a.bsp
Download link for next: https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b7.bsp
Images:
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_1.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_2.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_3.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_4.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_5.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_6.jpg
Seeing as how Mangachu decided to provide the download link for the early version of the map without asking me, might as well put a thread together.
Koth_coalplant is a reworked version of cp_ashville, essentially returning it to its koth roots and trying to create something with roughly the same gameplay as koth_ashville, with the visuals of cp_ashville. I've made many changes to cp_ash to accomplish this, including reducing the size of the "courtyard" (where the second point used to be, and where players spawn now), adding an upper route on the left into warehouse (instead of the tunnel route from cp_ash), changing the balcony push on right to a lower-to-higher route, and removing the path from middle point to the balcony.
Obviously its a work in progress, and I still have a lot of work to do (part of the reason I didn't publicly release it on my own), but it is both visually pleasing, and fairly similar to koth_ashville that people are familiar with.
Any feedback is appreciated.
Download link for this season : https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b2a.bsp
Download link for next: https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b7.bsp
Images:
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_1.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_2.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_3.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_4.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_5.jpg
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b5_6.jpg
Woah, looks pretty neat. Going to try it out soon.
Woah, looks pretty neat. Going to try it out soon.
idk I liked koth_ashville's bright visuals
looks good though
idk I liked koth_ashville's bright visuals
looks good though
Yeah, I prefer koth_ashville's atmosphere. Looks like an improvement otherwise.
Yeah, I prefer koth_ashville's atmosphere. Looks like an improvement otherwise.
are there dm spawns for this? i think it'd be great if it could be put on the dm server rotation early so everyone can start getting used to the map (even if it's just dm)
are there dm spawns for this? i think it'd be great if it could be put on the dm server rotation early so everyone can start getting used to the map (even if it's just dm)
I think the dirty colors match the name/theme more. You know, ashy? Ashville? Coal dust?
The bright white parts stand out to me, which is probably good considering the mid point and doors are important. In my opinion I think it could be a little less loud though.
I like the overall feel.
I think the dirty colors match the name/theme more. You know, ashy? Ashville? Coal dust?
The bright white parts stand out to me, which is probably good considering the mid point and doors are important. In my opinion I think it could be a little less loud though.
I like the overall feel.
When we played this the really small cap area seemed to be a common annoyance.
When we played this the really small cap area seemed to be a common annoyance.
Its so depressing the color, makes me sad :(
Its so depressing the color, makes me sad :(
It has some problems from what I've seen and played of it, but overall will probably still be more enjoyable than gpit.
It has some problems from what I've seen and played of it, but overall will probably still be more enjoyable than gpit.
Final version for this season is b1, https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b1.bsp
Changes:
-Map is slightly shorter from spawn to middle (128 units) to make rollouts faster.
-Added cover to block sightline from rear of warehouse to shutter door.
-Capture point is larger.
-Numerous other small changes, mostly visual.
Final version for this season is b1, https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b1.bsp
Changes:
-Map is slightly shorter from spawn to middle (128 units) to make rollouts faster.
-Added cover to block sightline from rear of warehouse to shutter door.
-Capture point is larger.
-Numerous other small changes, mostly visual.
i like the colors if that means anything
i like the colors if that means anything
http://puu.sh/4gQig.jpg
Water under the point is broken in dx8. Something about not adding an env_cubemap
http://teamfortress.tv/forum/thread/11677-dx8-issues-with-water
http://puu.sh/4gQnS.jpg
Little bit of clipping over the spawn doors, this may be intentional.
Maybe not super important but I did like being able to see under the point even with the small windows on a6.
[img]http://puu.sh/4gQig.jpg[/img]
Water under the point is broken in dx8. Something about not adding an env_cubemap
http://teamfortress.tv/forum/thread/11677-dx8-issues-with-water
[img]http://puu.sh/4gQnS.jpg[/img]
Little bit of clipping over the spawn doors, this may be intentional.
Maybe not super important but I did like being able to see under the point even with the small windows on a6.
I've got missing textures in the glass reflection in spawn.
http://cloud-3.steampowered.com/ugc/921272559392567920/6F7C23710B8513E1151A6A9B227577E67332E2F3/
EDIT: Same thing with the water in DX9.
I've got missing textures in the glass reflection in spawn.
[img]http://cloud-3.steampowered.com/ugc/921272559392567920/6F7C23710B8513E1151A6A9B227577E67332E2F3/[/img]
EDIT: Same thing with the water in DX9.
Looks like Scorpio forgot to buildcubemaps.
Edit: There are HDR cubemaps, but not normal cubemaps.
Looks like Scorpio forgot to buildcubemaps.
Edit: There are HDR cubemaps, but not normal cubemaps.
Change of plans, b2 is the official version for this season. Fixed the cubemaps, changed some textures, and got rid of the lip above spawn.
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b2.bsp
Change of plans, b2 is the official version for this season. Fixed the cubemaps, changed some textures, and got rid of the lip above spawn.
https://dl.dropboxusercontent.com/u/3492731/Ashville/koth_coalplant_b2.bsp
Good and fun map. However, The sniper sight lines from these opposing choke points make it very hard to push. Adding a small fence on top of the wall where the red box is can cut back on the sight line. (bad picture, it looks like it eliminates the sight line completely but there is still much room on the left side of where i was standing)
http://i.imgur.com/TWxvyHf.jpg
Good and fun map. However, The sniper sight lines from these opposing choke points make it very hard to push. Adding a small fence on top of the wall where the red box is can cut back on the sight line. (bad picture, it looks like it eliminates the sight line completely but there is still much room on the left side of where i was standing)
[img]http://i.imgur.com/TWxvyHf.jpg[/img]
There's 2 other places you can push from...
There's 2 other places you can push from...
anyone have a different download link? I get stuck after 100kb downloaded on this one :]
anyone have a different download link? I get stuck after 100kb downloaded on this one :]
http://www.mediafire.com/download/itvgt3iufl104g7/ESEA_S15_MAPS.zip
numlockedanyone have a different download link? I get stuck after 100kb downloaded on this one :]
Does you downloading this mean you're playing in EU open this season?
[quote=numlocked]anyone have a different download link? I get stuck after 100kb downloaded on this one :][/quote]
Does you downloading this mean you're playing in EU open this season?
DaggerGood and fun map. However, The sniper sight lines from these opposing choke points make it very hard to push. Adding a small fence on top of the wall where the red box is can cut back on the sight line. (bad picture, it looks like it eliminates the sight line completely but there is still much room on the left side of where i was standing)
http://i.imgur.com/TWxvyHf.jpg
Perfectly reasonable. I will be watching the sniper sight lines this season, and that seems like a great way to cut down on them.
[quote=Dagger]Good and fun map. However, The sniper sight lines from these opposing choke points make it very hard to push. Adding a small fence on top of the wall where the red box is can cut back on the sight line. (bad picture, it looks like it eliminates the sight line completely but there is still much room on the left side of where i was standing)
[img]http://i.imgur.com/TWxvyHf.jpg[/img][/quote]
Perfectly reasonable. I will be watching the sniper sight lines this season, and that seems like a great way to cut down on them.
Is it possible to have the Foundry Skybox + Lighting settings? The map looks quite miserable and dark looking at these screenshots. :(
Is it possible to have the Foundry Skybox + Lighting settings? The map looks quite miserable and dark looking at these screenshots. :(
LeftismIs it possible to have the Foundry Skybox + Lighting settings? The map looks quite miserable and dark looking at these screenshots. :(
Metalworks and Snakewater are the same, more so for Metalworks. I've never been a fan of "dark maps". This is one reason why I really like Process. It fits the TF2 theme so well.
[quote=Leftism]Is it possible to have the Foundry Skybox + Lighting settings? The map looks quite miserable and dark looking at these screenshots. :([/quote]
Metalworks and Snakewater are the same, more so for Metalworks. I've never been a fan of "dark maps". This is one reason why I really like Process. It fits the TF2 theme so well.
kirbyLeftismIs it possible to have the Foundry Skybox + Lighting settings? The map looks quite miserable and dark looking at these screenshots. :(
Metalworks and Snakewater are the same, more so for Metalworks. I've never been a fan of "dark maps". This is one reason why I really like Process. It fits the TF2 theme so well.
Eh?
I don't remember mentioning neither Snake or Metalworks.
[quote=kirby][quote=Leftism]Is it possible to have the Foundry Skybox + Lighting settings? The map looks quite miserable and dark looking at these screenshots. :([/quote]
Metalworks and Snakewater are the same, more so for Metalworks. I've never been a fan of "dark maps". This is one reason why I really like Process. It fits the TF2 theme so well.[/quote]
Eh?
I don't remember mentioning neither Snake or Metalworks.
...Yeah? I was following up on your statement about how Coalplant looks like a dark and miserable map.
...Yeah? I was following up on your statement about how Coalplant looks like a dark and miserable map.
Oh, I see. My apologies then. :( Misread your post! :D
I don't think Snakewater was too bad (I think it has the same skybox and ambient lighting as Blands). I think Metalworks isn't as bad because of the amount of artificial lights (floodlights, etc) -- although in certain doses and at interesting angles it does create some nice visuals.
Also, away from lighting, but the ramp under the point looks/feels very steep.
Oh, I see. My apologies then. :( Misread your post! :D
I don't think Snakewater was too bad (I think it has the same skybox and ambient lighting as Blands). I think Metalworks isn't as bad because of the amount of artificial lights (floodlights, etc) -- although in certain doses and at interesting angles it does create some nice visuals.
Also, away from lighting, but the ramp under the point looks/feels very steep.