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cp_badlands_pro
1
#1
0 Frags +

Any feedback you want to leave, do it for this version, it has re-added the hiding spots and reverted back to the original theme of the map, only fixing clipping and mirroring issues for the most part: http://www.teamfortress.tv/31988/cp-badlands-pro/?page=2#59

Badlands has a lot of stupid stuff that should've been fixed ages ago and compared to the level of polish that other maps like Process and Gullywash have, it is pretty bad.

I don't think people will accept a different theme but I'd like to try it. I could it back to it's original any time so its fine.
It also boosts framerate as some lights, detail props, rocks and grass have been removed.
Not sure about the changes to last point's cap time but we'll see.

- Changes -

• Fixed Spire collision mesh
• Fixed rails on Mid to splash properly
• Fixed all stairs to splash properly
• Fixed sticky bomb exploits
• Fixed railings in Lobby and last to have disabled collision for bullets and projectiles
• Fixed an invisible edge on Shithouse that messed the Valley to enemy Balcony wall jump
• Fixed the stairs on Choke to surf normally
• Fixed hiding spots on Last and Second point
   • Vents
   • Edge and Lamp on top of Last
   • Lower Left Lamps
   • Small Edge next to Balcony
   • Powerbox on Second point
   • Buffalo Skull thats only on RED House
   • Grain elevator on BLU Valley​
• Fixed Last capture trigger to not extend beyond the capture zone
• Changed Last capture time from 1 second to 1.2 seconds

Animated air intakes were created by Apom.

I take no credit for this map, other than doing some clippining, adding/removing a few props, brushes, textures and entities..

SCREENSHOTS
DOWNLOAD

Any feedback you want to leave, do it for this version, it has re-added the hiding spots and reverted back to the original theme of the map, only fixing clipping and mirroring issues for the most part: http://www.teamfortress.tv/31988/cp-badlands-pro/?page=2#59

[s]Badlands has a lot of stupid stuff that should've been fixed ages ago and compared to the level of polish that other maps like Process and Gullywash have, it is pretty bad.

[i]I don't think people will accept a different theme but I'd like to try it. I could it back to it's original any time so its fine.
It also boosts framerate as some lights, detail props, rocks and grass have been removed.
Not sure about the changes to last point's cap time but we'll see.[/i]

[b]- Changes -[/b]

• Fixed Spire collision mesh
• Fixed rails on Mid to splash properly
• Fixed all stairs to splash properly
• Fixed sticky bomb exploits
• Fixed railings in Lobby and last to have disabled collision for bullets and projectiles
• Fixed an invisible edge on Shithouse that messed the Valley to enemy Balcony wall jump
• Fixed the stairs on Choke to surf normally
• Fixed hiding spots on Last and Second point
   • Vents
   • Edge and Lamp on top of Last
   • Lower Left Lamps
   • Small Edge next to Balcony
   • Powerbox on Second point
   • Buffalo Skull thats only on RED House
   • Grain elevator on BLU Valley​
• Fixed Last capture trigger to not extend beyond the capture zone
• Changed Last capture time from 1 second to 1.2 seconds

Animated air intakes were created by Apom.

[i]I take no credit for this map, other than doing some clippining, adding/removing a few props, brushes, textures and entities..[/i]

[url=http://imgur.com/a/0IBHC]SCREENSHOTS[/url]
[url=http://tf2maps.net/downloads/cp_badlands_pro.1348/download?version=2464]DOWNLOAD[/url][/s]
2
#2
47 Frags +
• Fixed hiding spots on Last and Second point
• Vents
• Edge and Lamp on top of Last
• Lower Left Lamps
• Small Edge next to Balcony
• Powerbox on Second point

whyyyy

[quote]• Fixed hiding spots on Last and Second point
• Vents
• Edge and Lamp on top of Last
• Lower Left Lamps
• Small Edge next to Balcony
• Powerbox on Second point[/quote]

whyyyy
3
#3
14 Frags +

The edge and lamp on top of Last and lower left lamps are fine to be able to stand on imo. Otherwise looks amazing, could totally see this replacing Badlands once it's been playtested and refined a bit.

The edge and lamp on top of Last and lower left lamps are fine to be able to stand on imo. Otherwise looks amazing, could totally see this replacing Badlands once it's been playtested and refined a bit.
4
#4
1 Frags +

.

.
5
#5
9 Frags +

was the pro viaduct skin really necessary

spire looks terrible w/ it

was the pro viaduct skin really necessary

spire looks terrible w/ it
6
#6
14 Frags +

it actually looks hot

it actually looks hot
7
#7
-11 Frags +
4812622• Fixed hiding spots on Last and Second point
• Vents
• Edge and Lamp on top of Last
• Lower Left Lamps
• Small Edge next to Balcony
• Powerbox on Second point

whyyyy

I think that most, if not all of them, were not planned to exist in the first place. Also, I think it makes the layout of the map cleaner.

[quote=4812622][quote]• Fixed hiding spots on Last and Second point
• Vents
• Edge and Lamp on top of Last
• Lower Left Lamps
• Small Edge next to Balcony
• Powerbox on Second point[/quote]

whyyyy[/quote]
I think that most, if not all of them, were not planned to exist in the first place. Also, I think it makes the layout of the map cleaner.
8
#8
3 Frags +

This is what I've been asking for, for fucking ever. Look how less depressing it is. I remember when cp_obscure was new: the absolute worst pile of shit, and now it's a moderately decent (at least attractive) map, but people have been too scared to do that to Badlands. We got a new Granary, why not Badlands? Opening it up by a pro v0.1 map would be a nice start.

Even if grass reskins are boring.. It's badlands. Anything but dust and a low sun would make it infinitely more enjoyable. The texture placement itself is a bit shitty around spire, but at least it's a start.

//Jumped around a bit and only really noticed the holes in the floor on middle being removed. I agree on hiding spots and 'bugs' being left in being a good thing, but badlands has some of the worst 1 hammer-unit rocket cockblocks in the game. Especially middle and last cp.

This is what I've been asking for, for fucking ever. Look how less depressing it is. I remember when cp_obscure was new: the absolute worst pile of shit, and now it's a moderately decent (at least attractive) map, but people have been too scared to do that to Badlands. We got a new Granary, why not Badlands? Opening it up by a pro v0.1 map would be a nice start.

Even if grass reskins are boring.. It's badlands. Anything but dust and a low sun would make it infinitely more enjoyable. The texture placement itself is a bit shitty around spire, but at least it's a start.

//Jumped around a bit and only really noticed the holes in the floor on middle being removed. I agree on hiding spots and 'bugs' being left in being a good thing, but badlands has some of the worst 1 hammer-unit rocket cockblocks in the game. Especially middle and last cp.
9
#9
8 Frags +

at least keep the vents and the lamps please

at least keep the vents and the lamps please
10
#10
0 Frags +
Wholegrainwas the pro viaduct skin really necessary

spire looks terrible w/ it
deft_it actually looks hot

I made a strawpoll for which art style people like, I'd like to know even if the mapmaker doesn't plan on changing it back https://strawpoll.me/6959746

[quote=Wholegrain]was the pro viaduct skin really necessary

spire looks terrible w/ it[/quote]
[quote=deft_]it actually looks hot[/quote]

I made a strawpoll for which art style people like, I'd like to know even if the mapmaker doesn't plan on changing it back https://strawpoll.me/6959746
11
#11
20 Frags +

The window on mid wasn't meant to be shot through, either. When they patched it out it was reverted really fast, you can't just take something that's been in the game that doesn't have a negative impact on the flow of game-play out after it's been in for years.

The window on mid wasn't meant to be shot through, either. When they patched it out it was reverted really fast, you can't just take something that's been in the game that doesn't have a negative impact on the flow of game-play out after it's been in for years.
12
#12
2 Frags +

I'm a bit skeptical about the lower left lamps, not sure what I'll do yet I guess.
Also, if people dig the Alpine theme of the map I am planning on further detailing and making the general texturing sharper, I just didn't want to put a lot of work into it and have people dislike it so I'd have to change it back.

I'm a bit skeptical about the lower left lamps, not sure what I'll do yet I guess.
Also, if people dig the Alpine theme of the map I am planning on further detailing and making the general texturing sharper, I just didn't want to put a lot of work into it and have people dislike it so I'd have to change it back.
13
#13
4 Frags +

i personally dont mind it that much, its just that the hoodoos look sooooooo out of place

spire in particular looks awful as mentioned prior

i personally dont mind it that much, its just that the hoodoos look sooooooo out of place

spire in particular looks awful as mentioned prior
14
#14
cp_sunshine, cp_cardinal
31 Frags +

you took a lot of geometry that was designed for a desert map (spire, hoodoos, plateaus) and just skinned them alpine. it looks awful and out of place.

you took a lot of geometry that was designed for a desert map (spire, hoodoos, plateaus) and just skinned them alpine. it looks awful and out of place.
15
#15
1 Frags +
Wholegraini personally dont mind it that much, its just that the hoodoos look sooooooo out of place

spire in particular looks awful as mentioned prior

I didn't really want to change the map layout by a lot so I had to keep the hoodoos and make them look as natural as possible, I don't think they look that awful. As for the spire, maybe you're right, should I get rid of the ground texture and just have it all be rock? I've tried that and it looks pretty bad.

[quote=Wholegrain]i personally dont mind it that much, its just that the hoodoos look sooooooo out of place

spire in particular looks awful as mentioned prior[/quote]
I didn't really want to change the map layout by a lot so I had to keep the hoodoos and make them look as natural as possible, I don't think they look that awful. As for the spire, maybe you're right, should I get rid of the ground texture and just have it all be rock? I've tried that and it looks pretty bad.
16
#16
26 Frags +

This should be used to show Valve what to fix, perhaps, but I highly doubt you'll ever see it in a league. It makes no sense to make every map a _pro version for small changes.

This should be used to show Valve what to fix, perhaps, but I highly doubt you'll ever see it in a league. It makes no sense to make every map a _pro version for small changes.
17
#17
1 Frags +
SideshowThis should be used to show Valve what to fix, perhaps, but I highly doubt you'll ever see it in a league. It makes no sense to make every map a _pro version for small changes.

Hopefully. That would be so much better.

[quote=Sideshow]This should be used to show Valve what to fix, perhaps, but I highly doubt you'll ever see it in a league. It makes no sense to make every map a _pro version for small changes.[/quote]
Hopefully. That would be so much better.
18
#18
17 Frags +

spire looks really ugly. probably cause of fps configs but you should still look into it

http://puu.sh/nqiBI/83a08afc1f.jpg

a few lighting bugs. some things are black/super dark

http://puu.sh/nqiCe/0baabc6f7c.jpg

http://puu.sh/nqiCy/6ef57d3b8c.jpg

this prop thing is sticking out of the clip brush and you can stand on it

http://puu.sh/nqiCG/3d6cf78705.jpg

idk if your intention was to completely abolish all dumb hiding spots, but this still exists

http://puu.sh/nqiCk/f812ad3122.jpg

there's also this dumb thing that pushes you outward for no reason

https://youtu.be/YnWRXb7Hgjw

spire looks really ugly. probably cause of fps configs but you should still look into it
[img]http://puu.sh/nqiBI/83a08afc1f.jpg[/img]

a few lighting bugs. some things are black/super dark
[img]http://puu.sh/nqiCe/0baabc6f7c.jpg[/img]
[img]http://puu.sh/nqiCy/6ef57d3b8c.jpg[/img]

this prop thing is sticking out of the clip brush and you can stand on it
[img]http://puu.sh/nqiCG/3d6cf78705.jpg[/img]

idk if your intention was to completely abolish all dumb hiding spots, but this still exists
[img]http://puu.sh/nqiCk/f812ad3122.jpg[/img]


there's also this dumb thing that pushes you outward for no reason
[youtube]https://youtu.be/YnWRXb7Hgjw[/youtube]
19
#19
cp_sunshine, cp_cardinal
28 Frags +

If you're going for a pro version at least keep the old visuals. I can't see how the alpine textures improve anything at all besides making it look out of place as hell. Plus, if this ever gets any real attention, it's going to create a lot of drama around the unnecessarily changed styling.

If you're going for a pro version at least keep the old visuals. I can't see how the alpine textures improve anything at all besides making it look out of place as hell. Plus, if this ever gets any real attention, it's going to create a lot of drama around the unnecessarily changed styling.
20
#20
3 Frags +
Martyspire looks really ugly. probably cause of fps configs but i'd still look into it
http://puu.sh/nqiBI/83a08afc1f.jpg
a few lighting bugs. some things are black/super dark

idk if your intention was to completely abolish all dumb hiding spots, but this still exists
http://puu.sh/nqiCk/f812ad3122.jpg

I have an fps config too and spire looks the same. The problem with decompiled versions of maps is that even when you compile them with VBCT's Final mode you never know what compile settings Valve used when compiling.
Also, I didn't want to remove all hiding spots. I thought this spot is pretty similar to the hiding spot on Process' PC and its pretty well known.

[quote=Marty]spire looks really ugly. probably cause of fps configs but i'd still look into it
[img]http://puu.sh/nqiBI/83a08afc1f.jpg[/img]
a few lighting bugs. some things are black/super dark

idk if your intention was to completely abolish all dumb hiding spots, but this still exists
[img]http://puu.sh/nqiCk/f812ad3122.jpg[/img][/quote]

I have an fps config too and spire looks the same. The problem with decompiled versions of maps is that even when you compile them with VBCT's Final mode you never know what compile settings Valve used when compiling.
Also, I didn't want to remove all hiding spots. I thought this spot is pretty similar to the hiding spot on Process' PC and its pretty well known.
21
#21
1 Frags +

didn't a badlands_pro already exist? hence this video from 2 months ago:
https://www.youtube.com/watch?v=YwlDcQa1qkw

did you make that one or what?

didn't a badlands_pro already exist? hence this video from 2 months ago:
https://www.youtube.com/watch?v=YwlDcQa1qkw


did you make that one or what?
22
#22
4 Frags +

can you remove the little plank on launchpad?

and i think a lot of roofs and doorways could be raised or widened granary_pro-style

can you remove the little plank on launchpad?

and i think a lot of roofs and doorways could be raised or widened granary_pro-style
23
#23
4 Frags +

no

no
24
#24
-1 Frags +

yo biskuit nigga you mapping as well ? small world

yo biskuit nigga you mapping as well ? small world
25
#25
1 Frags +
coIedidn't a badlands_pro already exist? hence this video from 2 months ago:
https://www.youtube.com/watch?v=YwlDcQa1qkw

did you make that one or what?

This is made by Zafus. (http://tf2.gamebanana.com/maps/174526)
Unfortunately, his version has some weird things like removed clips on the house so people can get up on the roofs of middle. He also removed the entire metal panel on the side of balcony where players can dropdown from trash. Personally I thought these changes were bad for the map as it is already hard to push out from last point.
Also, its worth to mention that his version was made using the old badlands which had holes in the middle point, small rocks screwing the surfs on launchpad and so on.

Antaresyo biskuit nigga you mapping as well ? small world

eyyyyyyyy

[quote=coIe]didn't a badlands_pro already exist? hence this video from 2 months ago:
https://www.youtube.com/watch?v=YwlDcQa1qkw


did you make that one or what?[/quote]
This is made by Zafus. (http://tf2.gamebanana.com/maps/174526)
Unfortunately, his version has some weird things like removed clips on the house so people can get up on the roofs of middle. He also removed the entire metal panel on the side of balcony where players can dropdown from trash. Personally I thought these changes were bad for the map as it is already hard to push out from last point.
Also, its worth to mention that his version was made using the old badlands which had holes in the middle point, small rocks screwing the surfs on launchpad and so on.

[quote=Antares]yo biskuit nigga you mapping as well ? small world[/quote]
eyyyyyyyy
26
#26
28 Frags +

badlands doesn't need a pro version

badlands doesn't need a pro version
27
#27
0 Frags +
fatswimdudecan you remove the little plank on launchpad?

and i think a lot of roofs and doorways could be raised or widened granary_pro-style

I'm planning on returning the map to its original theme just for the sake of it. Also, I will remove the planks but I don't think widening doorways is a good idea.

[quote=fatswimdude]can you remove the little plank on launchpad?

and i think a lot of roofs and doorways could be raised or widened granary_pro-style[/quote]

I'm planning on returning the map to its original theme just for the sake of it. Also, I will remove the planks but I don't think widening doorways is a good idea.
28
#28
-9 Frags +
Digibadlands doesn't need a pro version

• Fixed Spire collision mesh
• Fixed rails on Mid to splash properly
• Fixed all stairs to splash properly
• Fixed sticky bomb exploits
• Fixed railings in Lobby and last to have disabled collision for bullets and projectiles
• Fixed an invisible edge on Shithouse that messed the Valley to enemy Balcony wall jump
• Fixed the stairs on Choke to surf normally

These are enough things to have an excuse to make a pro version

[quote=Digi]badlands doesn't need a pro version[/quote]
• Fixed Spire collision mesh
• Fixed rails on Mid to splash properly
• Fixed all stairs to splash properly
• Fixed sticky bomb exploits
• Fixed railings in Lobby and last to have disabled collision for bullets and projectiles
• Fixed an invisible edge on Shithouse that messed the Valley to enemy Balcony wall jump
• Fixed the stairs on Choke to surf normally

These are enough things to have an excuse to make a pro version
29
#29
14 Frags +

please don't pull a granary_pro and remove literally all the charm from the map

please don't pull a granary_pro and remove literally all the charm from the map
30
#30
cp_granary_pro
0 Frags +

http://images.akamai.steamusercontent.com/ugc/550933846706140209/208C8822EA39F37F2BED8BBCA05BF66EB987F9F9/

this fence needs clipping and on the other side

http://images.akamai.steamusercontent.com/ugc/550933846706140209/208C8822EA39F37F2BED8BBCA05BF66EB987F9F9/

this fence needs clipping and on the other side
1 2 3
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