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cp_logjam (5CP)
421
#421
10 Frags +

cp_logjam_rc4
(Apparently the presence of invite players helps mapping productivity)

Download: https://tf2maps.net/downloads/cp_logjam.3835/

Changes:

Show Content
RC4pre2->RC4 changes: Major
Fixed the huge hole in the map @ 2nd
Removed the locomotive sex that was happening outside red 2nd
Fixed a bunch of trim texture angles at red 2nd
Made secret more of an "L" shape than a squiggly
Fixed players being able to stand on the backside of the fence @ spire
Reverted a crate to being full sized at last rather than half height
Changed how logroom's lower exit can get on height @ mid
Moved the health/ammo in logroom to be more centralized; removed the health outside logroom on 2nd.
Investigated the steepness of choke: Found out it's the same steepness as old choke but I didn't use as much smoothing at the top and bottom so it "felt* steeper because the slope wasn't smoothed. This has been changed to be more like old choke.

RC4pre2->RC4 changes: Minor:
Fixed some clip sticking through mid's floor
Fixed some mesh being missing in saw
Fixed a bit of trim protruding in red lobby
Fixed a few of the paint splotches below health/ammo on red 2nd being hard to see
Fixed a clipping ammo pack at red last
Removed barrels at red last because symmetry is hard
Fixed floor textures not lining up properly in logroom
Fixed some pipes and doors clipping when they shoouldn't
Attempted to fix stickies not colliding with some models

RC3->RC4pre2 (pre1 was a half map test) changes: Details/pretty things
Fixed clipping on the blue upper exit roof at 2nd
Fixed roof trim on mid huts
Fixed fire extinguishers clippin @ last
Fixed some clipping at 2nd-lobby transition
Fixed some detail trim being mislocated by blue last
Fixed Blue's resupply lockers not animating properly
Fixed some mesh being missing at red 2nd
Removed the boxes by the healthkits on mid
Fixed players clipping with the top of spawn doors @ last.

RC3->RC4pre2 changes: Gameplay
Increased respawn wave time for defenders at last by 1 second
Moved the resupply lockers closer to spawn exit by a bit
Put the big wall from last's upper left to upper right
Removed the barrels on the right side of last point
Removed the rocks/fences in front of lobby main exit
Added a wall at 2nd
Moved spire towards last by just a hair
Altered the way that upper left leaves last and enters onto 2nd.
Modified spire to promote forward holding not directly on the point.
removed the health and ammo in logroom, added health and ammo at each entrance to logroom
changed logroom's exit to mid a bunch
added some extra height in the left corners on mid for demos and for scouts to jump on the huts
Added a logramp! (Pogchamp!) Logjam! on mid. around the rock.
Added a new passageway from upper lobby to lower lobby over the top of the shutter.
Made a choke in secret further in so it's easier to spam out

Imgur album: http://imgur.com/a/7lgMH

Screens:

Show Content
cp_logjam_rc4
(Apparently the presence of invite players helps mapping productivity)

Download: https://tf2maps.net/downloads/cp_logjam.3835/

Changes:
[spoiler]RC4pre2->RC4 changes: Major
Fixed the huge hole in the map @ 2nd
Removed the locomotive sex that was happening outside red 2nd
Fixed a bunch of trim texture angles at red 2nd
Made secret more of an "L" shape than a squiggly
Fixed players being able to stand on the backside of the fence @ spire
Reverted a crate to being full sized at last rather than half height
Changed how logroom's lower exit can get on height @ mid
Moved the health/ammo in logroom to be more centralized; removed the health outside logroom on 2nd.
Investigated the steepness of choke: Found out it's the same steepness as old choke but I didn't use as much smoothing at the top and bottom so it "felt* steeper because the slope wasn't smoothed. This has been changed to be more like old choke.

RC4pre2->RC4 changes: Minor:
Fixed some clip sticking through mid's floor
Fixed some mesh being missing in saw
Fixed a bit of trim protruding in red lobby
Fixed a few of the paint splotches below health/ammo on red 2nd being hard to see
Fixed a clipping ammo pack at red last
Removed barrels at red last because symmetry is hard
Fixed floor textures not lining up properly in logroom
Fixed some pipes and doors clipping when they shoouldn't
Attempted to fix stickies not colliding with some models

RC3->RC4pre2 (pre1 was a half map test) changes: Details/pretty things
Fixed clipping on the blue upper exit roof at 2nd
Fixed roof trim on mid huts
Fixed fire extinguishers clippin @ last
Fixed some clipping at 2nd-lobby transition
Fixed some detail trim being mislocated by blue last
Fixed Blue's resupply lockers not animating properly
Fixed some mesh being missing at red 2nd
Removed the boxes by the healthkits on mid
Fixed players clipping with the top of spawn doors @ last.

RC3->RC4pre2 changes: Gameplay
Increased respawn wave time for defenders at last by 1 second
Moved the resupply lockers closer to spawn exit by a bit
Put the big wall from last's upper left to upper right
Removed the barrels on the right side of last point
Removed the rocks/fences in front of lobby main exit
Added a wall at 2nd
Moved spire towards last by just a hair
Altered the way that upper left leaves last and enters onto 2nd.
Modified spire to promote forward holding not directly on the point.
removed the health and ammo in logroom, added health and ammo at each entrance to logroom
changed logroom's exit to mid a bunch
added some extra height in the left corners on mid for demos and for scouts to jump on the huts
Added a logramp! (Pogchamp!) Logjam! on mid. around the rock.
Added a new passageway from upper lobby to lower lobby over the top of the shutter.
Made a choke in secret further in so it's easier to spam out
[/spoiler]

Imgur album: http://imgur.com/a/7lgMH

Screens:

[spoiler]

[img]http://i.imgur.com/dsI9Sh7.jpg[/img]
[img]http://i.imgur.com/8kmskqn.jpg[/img]
[img]http://i.imgur.com/j8Kcg0m.jpg[/img]
[img]http://i.imgur.com/pCmRx7R.jpg[/img]
[img]http://i.imgur.com/zieDfZd.jpg[/img]
[img]http://i.imgur.com/gFxmOFo.jpg[/img]
[img]http://i.imgur.com/CMpA2X5.jpg[/img]
[img]http://i.imgur.com/HGED2Zb.jpg[/img]
[img]http://i.imgur.com/6K6Z7hF.jpg[/img]
[img]http://i.imgur.com/XFad3nJ.jpg[/img]
[img]http://i.imgur.com/hI1gaJh.jpg[/img]
[img]http://i.imgur.com/DgANChv.jpg[/img]

[/spoiler]
422
#422
-1 Frags +

Nice
Got a bunch of suggestions after playing rc4 a few times, mostly stuff about 2nd and small details.
http://imgur.com/a/z8eiB

Nice
Got a bunch of suggestions after playing rc4 a few times, mostly stuff about 2nd and small details.
http://imgur.com/a/z8eiB
423
#423
1 Frags +

Ok, so we've had the New Maps Cup and a day of Mapchamp - anyone got anything to say about the map? Sage78's post above is the only thing I've seen. Tell me if you like the map or hate it and why! Always looking to improve. :)

Ok, so we've had the New Maps Cup and a day of Mapchamp - anyone got anything to say about the map? Sage78's post above is the only thing I've seen. Tell me if you like the map or hate it and why! Always looking to improve. :)
424
#424
2 Frags +

I Love Mid. Really feels like whoever aggresses first wins, which is something I love in a mid. There's some convenient passive space for the med, there's good high ground for both soldiers and scouts... feels good.

2nd holds are strange. It's very difficult to find a good defensive position as a med. Either you get on spire so you can heal everyone but kinda blind yourself, or you get back on the porch so you can see and leave easily but leave your flank out to dry.

The only good way to push into last is through top right. Main shutter doesn't bring you any closer, left is too easy to get forced early. The only right way is through right. I also feel that any good team will always win a push into last with uber ad. In addition to there being no good sentry spots, the only good place to kite into is spawn, and the doors are so close together they should be easy to camp long enough for someone to get the cap.

I Love Mid. Really feels like whoever aggresses first wins, which is something I love in a mid. There's some convenient passive space for the med, there's good high ground for both soldiers and scouts... feels good.

2nd holds are strange. It's very difficult to find a good defensive position as a med. Either you get on spire so you can heal everyone but kinda blind yourself, or you get back on the porch so you can see and leave easily but leave your flank out to dry.

The only good way to push into last is through top right. Main shutter doesn't bring you any closer, left is too easy to get forced early. The only right way is through right. I also feel that any good team will always win a push into last with uber ad. In addition to there being no good sentry spots, the only good place to kite into is spawn, and the doors are so close together they should be easy to camp long enough for someone to get the cap.
425
#425
9 Frags +

SOMEONE SAYS THEY LOVE LOGJAM MID

SOMEONE CALL A NEWS CONFERENCE

(only took me ~11 tries)

SOMEONE SAYS THEY LOVE LOGJAM MID

SOMEONE CALL A NEWS CONFERENCE

(only took me ~11 tries)
426
#426
1 Frags +

http://imgur.com/a/fzYvl

Here's a couple teasers and ideas for cp_logjam_rc5, let me know what you guys think. I'm not 100% sold on the change to lobby, but I think it would help pushing into last.

http://imgur.com/a/fzYvl

Here's a couple teasers and ideas for cp_logjam_rc5, let me know what you guys think. I'm not 100% sold on the change to lobby, but I think it would help pushing into last.
427
#427
1 Frags +

i wonder how the modified flank to last plays out
some minor suggestion would be removing that white pipe in the entrance to it, in case anyone bumps into it
http://i.imgur.com/bhhuUQA.jpg

i wonder how the modified flank to last plays out
some minor suggestion would be removing that white pipe in the entrance to it, in case anyone bumps into it
http://i.imgur.com/bhhuUQA.jpg
428
#428
0 Frags +

Of course, the pipe will be moved or gone or something. I pretty much just mocked up the geometry to get a feel for it without committing to it.

Of course, the pipe will be moved or gone or something. I pretty much just mocked up the geometry to get a feel for it without committing to it.
429
#429
6 Frags +

cp_logjam_rc5

Download: https://tf2maps.net/downloads/cp_logjam.3835/

Changes:

Show Content
TO RC5:
Streamlined spire a bit coming from mid to 2nd
Made the catwalk over shutter in lobby a smidge wider.
Altered the left entrance into last to make it a better avenue for pushes into last.
Fixed some stupid roamer spots at last.
Adjusted "Pink Floyd's The Wall" at 2nd to make it easier to hold S to last.
Adjusted spire's ramps and footprint.
Added some more high ground on 2nd, right by cliff/cave entrance.
Changed choke's wall.

Imgur album: http://imgur.com/a/Wzmbw

Screens:

Show Content
cp_logjam_rc5

Download: https://tf2maps.net/downloads/cp_logjam.3835/

Changes:
[spoiler]TO RC5:
Streamlined spire a bit coming from mid to 2nd
Made the catwalk over shutter in lobby a smidge wider.
Altered the left entrance into last to make it a better avenue for pushes into last.
Fixed some stupid roamer spots at last.
Adjusted "Pink Floyd's The Wall" at 2nd to make it easier to hold S to last.
Adjusted spire's ramps and footprint.
Added some more high ground on 2nd, right by cliff/cave entrance.
Changed choke's wall. [/spoiler]

Imgur album: http://imgur.com/a/Wzmbw

Screens:
[spoiler]
[img]http://i.imgur.com/ZDmMsfa.jpg[/img]
[img]http://i.imgur.com/uCAOeGF.jpg[/img]
[img]http://i.imgur.com/8XBfpYB.jpg[/img]
[img]http://i.imgur.com/GjT97tU.jpg[/img]
[img]http://i.imgur.com/xRm19zT.jpg[/img]
[img]http://i.imgur.com/amXOkPV.jpg[/img]
[img]http://i.imgur.com/OhJrUEu.jpg[/img]
[img]http://i.imgur.com/HlV6071.jpg[/img]
[img]http://i.imgur.com/VArqa9V.jpg[/img]

[/spoiler]
430
#430
2 Frags +

Alrighty folks, that's another weekend of mapchamp come and gone. Thanks as always to champ.gg for running it. Anyone try out RC5? What did you think?

Alrighty folks, that's another weekend of mapchamp come and gone. Thanks as always to champ.gg for running it. Anyone try out RC5? What did you think?
431
#431
2 Frags +

loving the changes made with the second point, i like the idea of it being a multi-layered climbing tower that isnt a hassle to get up on c:

loving the changes made with the second point, i like the idea of it being a multi-layered climbing tower that isnt a hassle to get up on c:
432
#432
5 Frags +

Yeah I bet it's more trackpad friendly now... :P

Anyone else? How were the changes to lobby?

Yeah I bet it's more trackpad friendly now... :P

Anyone else? How were the changes to lobby?
433
#433
1 Frags +

http://imgur.com/Y3klZbT small crack in the wall in the new highground on 2nd. almost unnoticeable, but still there

http://imgur.com/Y3klZbT small crack in the wall in the new highground on 2nd. almost unnoticeable, but still there
434
#434
1 Frags +

A+ to you Tmbr. Thanks for doing this to the new releases as always. I knew about that one, but put it off for next version.

I seem to recall saying something like "I'll deal with that shit once the gameplay is set/people actually play the map" when I was releasing RC5. Haha.

A+ to you Tmbr. Thanks for doing this to the new releases as always. I knew about that one, but put it off for next version.

I seem to recall saying something like "I'll deal with that shit once the gameplay is set/people actually play the map" when I was releasing RC5. Haha.
435
#435
2 Frags +

For some reason now when i try to play this map i CTD a few seconds after connecting to the server
without error message or anything, TF2 just closes
what could be causing this for me?
edit: nvm this was something from my custom folder causing the crash

For some reason now when i try to play this map i CTD a few seconds after connecting to the server
without error message or anything, TF2 just closes
what could be causing this for me?
edit: nvm this was something from my custom folder causing the crash
436
#436
3 Frags +

Glad it's not something in the map- when those errors tend to come up they're an absolute pain to diagnose.

Anyhoo- hopefully the S25 map vote is soon? Anyone have any grievances before that? I don't have much on my list other than detailing and a few bugs.

Glad it's not something in the map- when those errors tend to come up they're an absolute pain to diagnose.

Anyhoo- hopefully the S25 map vote is soon? Anyone have any grievances before that? I don't have much on my list other than detailing and a few bugs.
437
#437
8 Frags +

For Season 25
-granary
+logjam

For Season 25
-granary
+logjam
438
#438
10 Frags +
MenachemI Love Mid. Really feels like whoever aggresses first wins, which is something I love in a mid. There's some convenient passive space for the med, there's good high ground for both soldiers and scouts... feels good.

2nd holds are strange. It's very difficult to find a good defensive position as a med. Either you get on spire so you can heal everyone but kinda blind yourself, or you get back on the porch so you can see and leave easily but leave your flank out to dry.

The only good way to push into last is through top right. Main shutter doesn't bring you any closer, left is too easy to get forced early. The only right way is through right. I also feel that any good team will always win a push into last with uber ad. In addition to there being no good sentry spots, the only good place to kite into is spawn, and the doors are so close together they should be easy to camp long enough for someone to get the cap.

guys I'm drunk as shit and reading my thread and this guy is my team captain now therefore logjam is great right pls help

edit: checked map threads today saw "Hyce posted 14 hours ago" on my thread and went "oh no"

[quote=Menachem]I Love Mid. Really feels like whoever aggresses first wins, which is something I love in a mid. There's some convenient passive space for the med, there's good high ground for both soldiers and scouts... feels good.

2nd holds are strange. It's very difficult to find a good defensive position as a med. Either you get on spire so you can heal everyone but kinda blind yourself, or you get back on the porch so you can see and leave easily but leave your flank out to dry.

The only good way to push into last is through top right. Main shutter doesn't bring you any closer, left is too easy to get forced early. The only right way is through right. I also feel that any good team will always win a push into last with uber ad. In addition to there being no good sentry spots, the only good place to kite into is spawn, and the doors are so close together they should be easy to camp long enough for someone to get the cap.[/quote]

guys I'm drunk as shit and reading my thread and this guy is my team captain now therefore logjam is great right pls help

edit: checked map threads today saw "Hyce posted 14 hours ago" on my thread and went "oh no"
439
#439
3 Frags +

love u bb

love u bb
440
#440
5 Frags +

Who do I talk to to get this added to pugchamp for testing? I haven't heard much lately and want to work on this.

Who do I talk to to get this added to pugchamp for testing? I haven't heard much lately and want to work on this.
441
#441
newbie.tf
1 Frags +

I think erynn is in charge of pugchamp stuff as far as I know and was the one who added bagel.

I think erynn is in charge of pugchamp stuff as far as I know and was the one who added bagel.
442
#442
4 Frags +

Special thanks to Sidular! and TFCL for running Logjam this week. It was fun to get to finally play my map in a match. From my own point of view, I need to rework the entrances into last some more to make it more viable to use things other than upper right when pushing in.

If anyone else has feedback, I'd love to hear it.

Special thanks to Sidular! and TFCL for running Logjam this week. It was fun to get to finally play my map in a match. From my own point of view, I need to rework the entrances into last some more to make it more viable to use things other than upper right when pushing in.

If anyone else has feedback, I'd love to hear it.
443
#443
1 Frags +

is this dead?

is this dead?
444
#444
5 Frags +

Nope!

Not dead. Well, kind of dead. More of, in stasis, really. At this point, I've done so much to the map and no one's given a fuck that I really don't want to touch it more unless someone cares. Anyhoo, if you have any suggestions, here I am!

Seriously, someone just try the map. Please. It's only been 4 (5?) years in the making...

Nope!

Not dead. Well, kind of dead. More of, in stasis, really. At this point, I've done so much to the map and no one's given a fuck that I really don't want to touch it more unless someone cares. Anyhoo, if you have any suggestions, here I am!

Seriously, someone just try the map. Please. It's only been 4 (5?) years in the making...
445
#445
11 Frags +

I've been thinking about messaging you regarding this for a while. We doublemix pretty much every night with mid-prem players and generally everyone I've talked to has always liked logjam, especially the earlier versions. Since the map has gone through so many changes and iterations and so many things have been tried, I've been meaning to ask you if you would be willing to stitch together a sort-of mashup version of some of the things that we're tried. I think generally we all agree that we liked the b19 layout the best but last and especially lobby are a lot better in rc2a but the catwalk in lobby from the most recent version owns.

We all think logjam is definitely one of the best maps out the ones that never earned a permanent place in the rotation and we all do appreciate the time and effort you've put into it. Knowing that you're still interested in the project we'd absolutely love to provide some feedback.

Also sort of related but not really, do you have any idea why the map just randomly crashes my game? Sometimes it's fine for hours minutes other times it happens pretty much instantly, but I only get this on logjam (any version).

ok i had some decal vpk that fucked it apparently?

I've been thinking about messaging you regarding this for a while. We doublemix pretty much every night with mid-prem players and generally everyone I've talked to has always liked logjam, especially the earlier versions. Since the map has gone through so many changes and iterations and so many things have been tried, I've been meaning to ask you if you would be willing to stitch together a sort-of mashup version of some of the things that we're tried. I think generally we all agree that we liked the b19 layout the best but last and especially lobby are a lot better in rc2a but the catwalk in lobby from the most recent version owns.

We all think logjam is definitely one of the best maps out the ones that never earned a permanent place in the rotation and we all do appreciate the time and effort you've put into it. Knowing that you're still interested in the project we'd absolutely love to provide some feedback.

[s]Also sort of related but not really, do you have any idea why the map just randomly crashes my game? Sometimes it's fine for hours minutes other times it happens pretty much instantly, but I only get this on logjam (any version).[/s]

ok i had some decal vpk that fucked it apparently?
446
#446
6 Frags +
SirCupcakeI've been thinking about messaging you regarding this for a while. We doublemix pretty much every night with mid-prem players and generally everyone I've talked to has always liked logjam, especially the earlier versions. Since the map has gone through so many changes and iterations and so many things have been tried, I've been meaning to ask you if you would be willing to stitch together a sort-of mashup version of some of the things that we're tried. I think generally we all agree that we liked the b19 layout the best but last and especially lobby are a lot better in rc2a but the catwalk in lobby from the most recent version owns.

We all think logjam is definitely one of the best maps out the ones that never earned a permanent place in the rotation and we all do appreciate the time and effort you've put into it. Knowing that you're still interested in the project we'd absolutely love to provide some feedback.

Also sort of related but not really, do you have any idea why the map just randomly crashes my game? Sometimes it's fine for hours minutes other times it happens pretty much instantly, but I only get this on logjam (any version).

please yes I would much rather see logjam than sunshine

[quote=SirCupcake]I've been thinking about messaging you regarding this for a while. We doublemix pretty much every night with mid-prem players and generally everyone I've talked to has always liked logjam, especially the earlier versions. Since the map has gone through so many changes and iterations and so many things have been tried, I've been meaning to ask you if you would be willing to stitch together a sort-of mashup version of some of the things that we're tried. I think generally we all agree that we liked the b19 layout the best but last and especially lobby are a lot better in rc2a but the catwalk in lobby from the most recent version owns.

We all think logjam is definitely one of the best maps out the ones that never earned a permanent place in the rotation and we all do appreciate the time and effort you've put into it. Knowing that you're still interested in the project we'd absolutely love to provide some feedback.

Also sort of related but not really, do you have any idea why the map just randomly crashes my game? Sometimes it's fine for hours minutes other times it happens pretty much instantly, but I only get this on logjam (any version).[/quote]

please yes I would much rather see logjam than sunshine
447
#447
10 Frags +

b19 layout with rc2a last / lobby + catwalk from the recent version ? That's actually probably not too hard to do. I'll see what magic I can work. Keep your eyes peeled.

b19 layout with rc2a last / lobby + catwalk from the recent version ? That's actually probably not too hard to do. I'll see what magic I can work. Keep your eyes peeled.
448
#448
3 Frags +

I liked the smoothed out mid to 2nd choke in the latest version. Bombing into mid or 2nd is infinitely cleaner. If you could change that but keep the cave connector in the same place that would be great.

I liked the smoothed out mid to 2nd choke in the latest version. Bombing into mid or 2nd is infinitely cleaner. If you could change that but keep the cave connector in the same place that would be great.
449
#449
6 Frags +

Ok - here's kind of a "is this what you want / is hyce crazy" post:

Take a look thru this imgur album, I've kinda got red side bastardized between RC2A and B19. Biggest questions I have right now are do we use b19 or RC2a's logroom and upper lobby exit onto 2nd, the rest of it I feel pretty good about. No playable version yet, this map looks like frankenstein at the moment...

https://imgur.com/a/APIqu

Ok - here's kind of a "is this what you want / is hyce crazy" post:

Take a look thru this imgur album, I've kinda got red side bastardized between RC2A and B19. Biggest questions I have right now are do we use b19 or RC2a's logroom and upper lobby exit onto 2nd, the rest of it I feel pretty good about. No playable version yet, this map looks like frankenstein at the moment...

https://imgur.com/a/APIqu
450
#450
3 Frags +

looks pretty incredible so far! I feel like the b19 logroom is more fun to fight in because it's more open and the fact that there's fewer "chokes" makes it feel like an area you can actually take. For upper lobby exit, again I think the b19 fluidity is generally quite apreciated or even something of the likes of the b5 arch. We all think getting a version that feels fluid and is nice to play is a great starting point and from there on we can try and keep changes as minor as possible to fix issues that become apparent.

looks pretty incredible so far! I feel like the b19 logroom is more fun to fight in because it's more open and the fact that there's fewer "chokes" makes it feel like an area you can actually take. For upper lobby exit, again I think the b19 fluidity is generally quite apreciated or even something of the likes of the b5 arch. We all think getting a version that feels fluid and is nice to play is a great starting point and from there on we can try and keep changes as minor as possible to fix issues that become apparent.
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