Upvote Upvoted 35 Downvote Downvoted
cp_haddou
1
#1
0 Frags +

Heya again all,

A new A/D map to play with for 6s/Highlander or 4s if you feel the size is right. Let me know what you think!

Image Album: http://imgur.com/a/WvE7p

Things to read before you play:

Blu spawns in a 'sand storm' (Wind that contained some snow was the best I could find). The particle effects are tagged to die when a certain distance away from the player (and should only be created again when you are close to their entities) and they should die when you reach the courtyard outside of Blu spawn. Please let me know if you encounter substantial FPS drop due to this.

You also spawn in a thick sand colored fog. When the setup timer is finished you can leave the sandstorm and once in the outer-halls of Blu spawn you pass through triggers to turn the fog into its regular clear-day self.

Let me know if the choke out of Blu's courtyard is too much for 6v6.

TF2maps direct download: https://tf2maps.net/downloads/cp_haddou.2803/

Steam Workshop URL: https://steamcommunity.com/sharedfiles/filedetails/?id=797316429

Heya again all,

A new A/D map to play with for 6s/Highlander or 4s if you feel the size is right. Let me know what you think!

Image Album: http://imgur.com/a/WvE7p

Things to read before you play:

Blu spawns in a 'sand storm' (Wind that contained some snow was the best I could find). The particle effects are tagged to die when a certain distance away from the player (and should only be created again when you are close to their entities) and they should die when you reach the courtyard outside of Blu spawn. Please let me know if you encounter substantial FPS drop due to this.

You also spawn in a thick sand colored fog. When the setup timer is finished you can leave the sandstorm and once in the outer-halls of Blu spawn you pass through triggers to turn the fog into its regular clear-day self.

Let me know if the choke out of Blu's courtyard is too much for 6v6.

TF2maps direct download: https://tf2maps.net/downloads/cp_haddou.2803/

Steam Workshop URL: https://steamcommunity.com/sharedfiles/filedetails/?id=797316429
2
#2
9 Frags +

wow that looks good

wow that looks good
3
#3
10 Frags +

looks cute

looks cute
4
#4
newbie.tf
2 Frags +

The sandstorm thing sounds really fucking cool.

The sandstorm thing sounds really fucking cool.
5
#5
1 Frags +

super cool, map looks fresh

super cool, map looks fresh
6
#6
6 Frags +

Nice concept but a couple issues i noticed on a quick walk through.
Wall textures are to visually noisy.
WAY to many places that look like you can jump on or over but you can't.

Nice concept but a couple issues i noticed on a quick walk through.
Wall textures are to visually noisy.
WAY to many places that look like you can jump on or over but you can't.
7
#7
4 Frags +

this theme feels more like dust in cs 1.6, it should probably be closer to dust 2 in csgo, cp_egypt, or temple of Anubis - more faded and less contrasty, so the only visual noise is the defining line where a wall ends

this theme feels more like dust in cs 1.6, it should probably be closer to dust 2 in csgo, cp_egypt, or temple of Anubis - more faded and less contrasty, so the only visual noise is the defining line where a wall ends
8
#8
1 Frags +
ScrewballNice concept but a couple issues i noticed on a quick walk through.
Wall textures are to visually noisy.
WAY to many places that look like you can jump on or over but you can't.

Thanks! I will definitely be changing some of those areas with some more height to make it appear less restrictive for places to go.

yttriumthis theme feels more like dust in cs 1.6, it should probably be closer to dust 2 in csgo, cp_egypt, or temple of Anubis - more faded and less contrasty, so the only visual noise is the defining line where a wall ends

Second comment to mention wall texture noise. I will try fiddling with the textures and see what I can do for the next release. Thank you.

[quote=Screwball]Nice concept but a couple issues i noticed on a quick walk through.
Wall textures are to visually noisy.
WAY to many places that look like you can jump on or over but you can't.[/quote]

Thanks! I will definitely be changing some of those areas with some more height to make it appear less restrictive for places to go.

[quote=yttrium]this theme feels more like dust in cs 1.6, it should probably be closer to dust 2 in csgo, cp_egypt, or temple of Anubis - more faded and less contrasty, so the only visual noise is the defining line where a wall ends[/quote]

Second comment to mention wall texture noise. I will try fiddling with the textures and see what I can do for the next release. Thank you.
9
#9
3 Frags +
FatherBrandonSecond comment to mention wall texture noise. I will try fiddling with the textures and see what I can do for the next release. Thank you.

http://polycount.com/discussion/73559/texturing-for-team-fortress-2-a-short-guide

Hope this helps.

[quote=FatherBrandon]
Second comment to mention wall texture noise. I will try fiddling with the textures and see what I can do for the next release. Thank you.[/quote]
http://polycount.com/discussion/73559/texturing-for-team-fortress-2-a-short-guide

Hope this helps.
10
#10
0 Frags +
ScrewballFatherBrandonSecond comment to mention wall texture noise. I will try fiddling with the textures and see what I can do for the next release. Thank you.http://polycount.com/discussion/73559/texturing-for-team-fortress-2-a-short-guide

Hope this helps.

Thanks very much, it should help!

A quick question about the current textures. Are they looking too busy only in the directly lit areas (face of a wall with the sun shining directly on it for example)? What do you think about the textures in the shaded areas?

[quote=Screwball][quote=FatherBrandon]
Second comment to mention wall texture noise. I will try fiddling with the textures and see what I can do for the next release. Thank you.[/quote]
http://polycount.com/discussion/73559/texturing-for-team-fortress-2-a-short-guide

Hope this helps.[/quote]

Thanks very much, it should help!

A quick question about the current textures. Are they looking too busy only in the directly lit areas (face of a wall with the sun shining directly on it for example)? What do you think about the textures in the shaded areas?
11
#11
3 Frags +

A fast compile showing a changed area:

http://i.imgur.com/E6uCXlN.jpg

Overlayed a stone brick tile onto the claystone and made it lighter (which I think helped break up the brighter orange-like clay texture around it) for the new building shape. With the extra height you will not bump into the straw roof when jumping on the walkway above and behind the point. Also removed the merchant stand from the far corner.

I also cut the cap time down for the first point by 10 seconds.

Working on making the Blu spawn courtyard area have an additional exit other than the giant arch now and a new version will be available within a few days to test.

Your feedback is helping quite a lot. Thanks again!

A fast compile showing a changed area:

http://i.imgur.com/E6uCXlN.jpg

Overlayed a stone brick tile onto the claystone and made it lighter (which I think helped break up the brighter orange-like clay texture around it) for the new building shape. With the extra height you will not bump into the straw roof when jumping on the walkway above and behind the point. Also removed the merchant stand from the far corner.

I also cut the cap time down for the first point by 10 seconds.

Working on making the Blu spawn courtyard area have an additional exit other than the giant arch now and a new version will be available within a few days to test.

Your feedback is helping quite a lot. Thanks again!
12
#12
-1 Frags +

It's purely cosmetic, but that structure over the first point feels very weird. It doesn't seem like something that would exist in the world of the map you've created.

It's purely cosmetic, but that structure over the first point feels very weird. It doesn't seem like something that would exist in the world of the map you've created.
13
#13
0 Frags +
fireindaarcadeIt's purely cosmetic, but that structure over the first point feels very weird. It doesn't seem like something that would exist in the world of the map you've created.

I like the look of it but I may replace it with something a bit more realistic if I can think of it. Let me know if the 4 legs of it get in the way too much while playing.

[quote=fireindaarcade]It's purely cosmetic, but that structure over the first point feels very weird. It doesn't seem like something that would exist in the world of the map you've created.[/quote]

I like the look of it but I may replace it with something a bit more realistic if I can think of it. Let me know if the 4 legs of it get in the way too much while playing.
14
#14
2 Frags +

looks adorable

looks adorable
15
#15
2 Frags +

More updates!

Descriptions of changes in the album:

http://imgur.com/a/5eWbJ

Going to do a full compile overnight and post the updated version tomorrow.

More updates!

Descriptions of changes in the album:

http://imgur.com/a/5eWbJ

Going to do a full compile overnight and post the updated version tomorrow.
16
#16
-2 Frags +

.

.
17
#17
5 Frags +

cp_haddou RC2!

tf2maps download link: https://tf2maps.net/downloads/cp_haddou.2803/

Changes:

-Added a second exit from the Blu spawn to help prevent choking hazards.

-Reduced cap time on first point by 10 seconds.

-Removed fountain model and replaced it with a pedestal model to make it easier to jump on/maneuver around near the final point. (Your fountain model is beautiful, EArkham. I am sad to remove it).

-Moved palm tree near the back of the curved divider beside the final point. (I found that backing up along the divider you ended up getting caught on the tree).

-Added a clipping brush to all but one of the market stand models so you don't get stuck rubbing against them.

-Removed the majority of the hip-high wall near the final point to increase maneuverability.

-Removed market stand from the Gardens area near the final Point to increase maneuverability.

-Rotated the palm tree in the middle of the Gardens area to make it easier for a class like Scout to jump onto the smaller hedges before jumping onto the higher hedges.

-Added a medium healthpack into the tunnel that connects from the broken down tower route to the final point.

-Moved Palm tree that was above the first point slightly to help prevent getting caught up against it.

-Removed 'L' shaped hedge from above and behind the first point. Raised the ground to match the slope to effectively create more ground to easily move on.

-Increased the height of the building above and behind the first point and removed some straw roof ends to increase maneuverability.

-Moved the indoor market in the lobby near Blu spawn exit into the wall to increase maneuverability.

-Changed the majority of prop urns from solid to not-solid in major areas to increase maneuverability.

-Changed/added a new texture for the building behind and above the first point to help refresh the visuals. Also added some wooden supports to the corners of buildings I found were too noisy/hard to see the edges of.

Album: http://imgur.com/a/WvE7p (basically same screenshot angles)

cp_haddou RC2!

tf2maps download link: https://tf2maps.net/downloads/cp_haddou.2803/

Changes:

-Added a second exit from the Blu spawn to help prevent choking hazards.

-Reduced cap time on first point by 10 seconds.

-Removed fountain model and replaced it with a pedestal model to make it easier to jump on/maneuver around near the final point. (Your fountain model is beautiful, EArkham. I am sad to remove it).

-Moved palm tree near the back of the curved divider beside the final point. (I found that backing up along the divider you ended up getting caught on the tree).

-Added a clipping brush to all but one of the market stand models so you don't get stuck rubbing against them.

-Removed the majority of the hip-high wall near the final point to increase maneuverability.

-Removed market stand from the Gardens area near the final Point to increase maneuverability.

-Rotated the palm tree in the middle of the Gardens area to make it easier for a class like Scout to jump onto the smaller hedges before jumping onto the higher hedges.

-Added a medium healthpack into the tunnel that connects from the broken down tower route to the final point.

-Moved Palm tree that was above the first point slightly to help prevent getting caught up against it.

-Removed 'L' shaped hedge from above and behind the first point. Raised the ground to match the slope to effectively create more ground to easily move on.

-Increased the height of the building above and behind the first point and removed some straw roof ends to increase maneuverability.

-Moved the indoor market in the lobby near Blu spawn exit into the wall to increase maneuverability.

-Changed the majority of prop urns from solid to not-solid in major areas to increase maneuverability.

-Changed/added a new texture for the building behind and above the first point to help refresh the visuals. Also added some wooden supports to the corners of buildings I found were too noisy/hard to see the edges of.

Album: http://imgur.com/a/WvE7p (basically same screenshot angles)
18
#18
TFCL
3 Frags +

Hey, mind if I use this in the TFCL 4v4 beta this spring?

Hey, mind if I use this in the TFCL 4v4 beta this spring?
19
#19
3 Frags +
SidularHey, mind if I use this in the TFCL 4v4 beta this spring?

Go for it! That would be awesome.

I am curious about that event though, can you link me to more information? Is it TF2 modded to be like the old Team Fortress Classic or is it actually some version of Team Fortress Classic itself? (Never mind I found the thread for the league).

[quote=Sidular]Hey, mind if I use this in the TFCL 4v4 beta this spring?[/quote]

Go for it! That would be awesome.

[s]I am curious about that event though, can you link me to more information? Is it TF2 modded to be like the old Team Fortress Classic or is it actually some version of Team Fortress Classic itself?[/s] (Never mind I found the thread for the league).
20
#20
5 Frags +

I'm going to re-theme this map using the Mayann content pack to fit with Valves choice of 'Jungle' and create a new version with a new name.

Are there any changes you'd like to see for the jungle version? This would be the best time to make changes other than just the theme for the map.

I know I will be removing particles from BLU spawn. BLU will be spawning out in the dense jungle now, perhaps complete with original Turok style pea-soup fog instead of a sandstorm.

I'm going to re-theme this map using the Mayann content pack to fit with Valves choice of 'Jungle' and create a new version with a new name.

Are there any changes you'd like to see for the jungle version? This would be the best time to make changes other than just the theme for the map.

I know I will be removing particles from BLU spawn. BLU will be spawning out in the dense jungle now, perhaps complete with original Turok style pea-soup fog instead of a sandstorm.
21
#21
3 Frags +

A quick compile showing some changes from around the first and second point (removed some hedge and geometry clutter from the accessible areas). Going to add an additional route to the second point. After that it's onto designing a nice looking 3D skybox:

http://imgur.com/a/H02nq

A quick compile showing some changes from around the first and second point (removed some hedge and geometry clutter from the accessible areas). Going to add an additional route to the second point. After that it's onto designing a nice looking 3D skybox:

http://imgur.com/a/H02nq
22
#22
5 Frags +

Another quick compile showing off even more changes to the final point:

http://i.imgur.com/Zca5gCl.jpg

2 new exits into the final area. One of the original exits into the final point has been removed.

Another quick compile showing off even more changes to the final point:

http://i.imgur.com/Zca5gCl.jpg

2 new exits into the final area. One of the original exits into the final point has been removed.
23
#23
1 Frags +

The textures don't scream TF2 to me is all. Aside from that, it looks like a great map with a lot of thought put into development for the map. Would love to test this out in more polished versions.

The textures don't scream TF2 to me is all. Aside from that, it looks like a great map with a lot of thought put into development for the map. Would love to test this out in more polished versions.
24
#24
1 Frags +

I had this happen to me on cp_cardinal, and it's also happening here:

consoleCMaterialVar::GetVecValue: trying to get a vec value for $envmaptint which is of type 1

this is constantly spammed in console, and when it is, my game feels choppy in an offline server despite having like 500 fps. It sometimes stops depending on where I am in the map and what direction I look, but I can't isolate any particular common factor

Phi said it was caused by "incorrectly formatted model textures within the Frontline pack" and fixed it pretty quickly so if you need help you could probably shoot her a message

I had this happen to me on cp_cardinal, and it's also happening here:
[quote=console]CMaterialVar::GetVecValue: trying to get a vec value for $envmaptint which is of type 1
[/quote]
this is constantly spammed in console, and when it is, my game feels choppy in an offline server despite having like 500 fps. It sometimes stops depending on where I am in the map and what direction I look, but I can't isolate any particular common factor

Phi said it was caused by "incorrectly formatted model textures within the Frontline pack" and fixed it pretty quickly so if you need help you could probably shoot her a message
25
#25
1 Frags +
CitricI had this happen to me on cp_cardinal, and it's also happening here:consoleCMaterialVar::GetVecValue: trying to get a vec value for $envmaptint which is of type 1this is constantly spammed in console, and when it is, my game feels choppy in an offline server despite having like 500 fps. It sometimes stops depending on where I am in the map and what direction I look, but I can't isolate any particular common factor

Phi said it was caused by "incorrectly formatted model textures within the Frontline pack" and fixed it pretty quickly so if you need help you could probably shoot her a message

Thanks for the feedback. I will most likely contact her regarding it. The majority of Frontline! models are being removed for the jungle version but I shall keep an eye on the console.

smokeeThe textures don't scream TF2 to me is all. Aside from that, it looks like a great map with a lot of thought put into development for the map. Would love to test this out in more polished versions.

Thank you for the feedback as well! If you are talking about my desert themed textures I would agree. I think the Mayann textures were made to fit the TF2 theme a bit more. The jungle version will be available mid Jan for testing, I will create a new thread for it at that time.

[quote=Citric]I had this happen to me on cp_cardinal, and it's also happening here:
[quote=console]CMaterialVar::GetVecValue: trying to get a vec value for $envmaptint which is of type 1
[/quote]
this is constantly spammed in console, and when it is, my game feels choppy in an offline server despite having like 500 fps. It sometimes stops depending on where I am in the map and what direction I look, but I can't isolate any particular common factor

Phi said it was caused by "incorrectly formatted model textures within the Frontline pack" and fixed it pretty quickly so if you need help you could probably shoot her a message[/quote]

Thanks for the feedback. I will most likely contact her regarding it. The majority of Frontline! models are being removed for the jungle version but I shall keep an eye on the console.

[quote=smokee]The textures don't scream TF2 to me is all. Aside from that, it looks like a great map with a lot of thought put into development for the map. Would love to test this out in more polished versions.[/quote]

Thank you for the feedback as well! If you are talking about my desert themed textures I would agree. I think the Mayann textures were made to fit the TF2 theme a bit more. The jungle version will be available mid Jan for testing, I will create a new thread for it at that time.
26
#26
1 Frags +

A new image of a different angle for the first point:

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

Removed the random 'cubby' against the far back accessible wall and also fixed up some sightlines from doorway to doorway.

A new image of a different angle for the first point:

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

Removed the random 'cubby' against the far back accessible wall and also fixed up some sightlines from doorway to doorway.
27
#27
2 Frags +

Remove the windows on A that allow you to spam into BLU's corridors outside spawn

oops just realised this is for haddou not jaddou xd

Remove the windows on A that allow you to spam into BLU's corridors outside spawn

oops just realised this is for haddou not jaddou xd
Please sign in through STEAM to post a comment.