[b]cp_edifice_rc1[/b]
A 3CP A/D Gravelpit-style map made to combat some of the problems Gravelpit had. This map is designed so defenses on either point are viable and ironman style defenses are a heavy possibility. Designed for 6s and Highlander.
Current Version: RC1
https://dl.dropboxusercontent.com/u/84556731/cp_edifice/cp_edifice_rc1.bsp.bz2
I've worked with quite a few members of the community to get this far and I'd appreciate any feedback/criticism/PUGs any of you may attempt upon this map. Cheers!
Screenshots:
[img]https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00003.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00004.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00005.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00006.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00007.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00008.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2015-04-14_00009.jpg[/img]
Played it in a new map pug. Actually thought it was really good. attacking at c provides blue an unfair advantage giving them instant respawn. There are also two sightlines that a pretty stupid. I'll take a screenshot and upload them. Other than that really enjoy the map. Good work
Played it in a new map pug. Actually thought it was really good. attacking at c provides blue an unfair advantage giving them instant respawn. There are also two sightlines that a pretty stupid. I'll take a screenshot and upload them. Other than that really enjoy the map. Good work
Ill check it out and give you some input on what I think of the map
Edit: I can't tell much without playing but that upper choke into C is the only smart way you would push as a combo, so it negates almost every other choke as a push option when you can walk right onto point with uber
Ill check it out and give you some input on what I think of the map
Edit: I can't tell much without playing but that upper choke into C is the only smart way you would push as a combo, so it negates almost every other choke as a push option when you can walk right onto point with uber
for the sight lines. I think this one needs to get fixed
http://steamcommunity.com/sharedfiles/filedetails/?id=128962632
this one is not as bad but would be ok if it was fixed
http://steamcommunity.com/sharedfiles/filedetails/?id=128962529
hope more people play this map, really has potential!
for the sight lines. I think this one needs to get fixed
http://steamcommunity.com/sharedfiles/filedetails/?id=128962632
this one is not as bad but would be ok if it was fixed
http://steamcommunity.com/sharedfiles/filedetails/?id=128962529
hope more people play this map, really has potential!
Glad to see a new AD map, I think this one has a shot.
It would be amazing with a few changes. One complaint is that C is pretty inaccessible to the defensive team once the attack team starts capping. Also those sightlines would be really powerful for a good sniper, take that how you will.
Glad to see a new AD map, I think this one has a shot.
It would be amazing with a few changes. One complaint is that C is pretty inaccessible to the defensive team once the attack team starts capping. Also those sightlines would be really powerful for a good sniper, take that how you will.
This map was fucking fun to play on, even as medic
This map was fucking fun to play on, even as medic
watch the comments we made before and after playing the map here, was very fun to play
http://www.twitch.tv/mangachu_/c/1954835
watch the comments we made before and after playing the map here, was very fun to play
http://www.twitch.tv/mangachu_/c/1954835
when we pubbed it, it's C seemed inferior to gpit and less fun, but the way A and B are set up is great
when we pubbed it, it's C seemed inferior to gpit and less fun, but the way A and B are set up is great
not sure if this is a major problem but if you rj on the little house above the connector from A to B you can see inside before the area portal, if you moved the area portal to where it leads outside at B it would probably fix it but again, not sure if that's correct or even a big problem.
not sure if this is a major problem but if you rj on the little house above the connector from A to B you can see inside before the area portal, if you moved the area portal to where it leads outside at B it would probably fix it but again, not sure if that's correct or even a big problem.
This map, as it stands, is as a whole better than Gpit.
alfunksowatch the comments we made before and after playing the map here, was very fun to play
http://www.twitch.tv/mangachu_/c/1954835
y u no link my vod :(
I knew you never liked me :______(
This map, as it stands, is as a whole better than Gpit.
[quote=alfunkso]watch the comments we made before and after playing the map here, was very fun to play
http://www.twitch.tv/mangachu_/c/1954835[/quote]
y u no link my vod :(
I knew you never liked me :______(
its not what it looks like, I can explain
its not what it looks like, I can explain
I have more vods of in game and about 20 minutes of us talking about things that needed to be fixed, when I get home I'll make the highlight and post it
I have more vods of in game and about 20 minutes of us talking about things that needed to be fixed, when I get home I'll make the highlight and post it
love the colours too, so pleasant
love the colours too, so pleasant
Very fun map to play as any class.
Very fun map to play as any class.
Hi everyone,
Thanks for all the positive feedback! I'll be sure to consider all the criticism given and take note of it for the coming versions.
Thank you Mangachu for providing these useful streams of my map, so far that's been my #1 source of feedback and it's incredibly useful.
In terms of versions, A7 is on the way with fixes for most if not all of the offending issues, addressing sightlines, spawn times, and health pack placement.
If anyone has any other suggestions feel free to post them here so I can get them into A7. Thanks for the support and I'll be sure to release A7 soon.
Hi everyone,
Thanks for all the positive feedback! I'll be sure to consider all the criticism given and take note of it for the coming versions.
Thank you Mangachu for providing these useful streams of my map, so far that's been my #1 source of feedback and it's incredibly useful.
In terms of versions, A7 is on the way with fixes for most if not all of the offending issues, addressing sightlines, spawn times, and health pack placement.
If anyone has any other suggestions feel free to post them here so I can get them into A7. Thanks for the support and I'll be sure to release A7 soon.
Haven't played the map yet but from what I can see it looks very promising. Looking forward to (hopefully) playing it myself
Keep up the good work!
Haven't played the map yet but from what I can see it looks very promising. Looking forward to (hopefully) playing it myself
Keep up the good work!
Alpha 7 released. Get it here or in the OP: http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_a7.bsp.bz2
Changelog:
- Moved the C>B entrance left to the side of the point preventing direct spam
- Nerfed sightlines a lot
- Enlongated spawn times for BLU everywhere.
- Changed health pack positions and added lots of new medpack spawns
- Detailed around C a lot and in the OoB areas around A and B
- Added easier way to access C as RED team from spawn
- Clipped judiciously, especially on the connectors
- Deleted many pillars and nerfed many sticky positions
- Fixed areas where soldiers could hide on the cliffs
- Added better skybox and areaportal loading, preventing the insides of buildings from being seen in the air
- Made setup gates non-see-through
- Removed the invisible roof clipping in the BLU spawn enabling jumpers to have fun there
- Added protection and bettered the holding position for BLU setting up before C in the A>C connector
- Edited the walkways around B a bit
- Made jumping up the dropdown at C quite a bit easier (effectively functions as another route up)
Screenshots:
http://dl.dropbox.com/u/84556731/cp_edifice/2013-02-26_00001.jpg
http://dl.dropbox.com/u/84556731/cp_edifice/2013-02-26_00002.jpg
http://dl.dropbox.com/u/84556731/cp_edifice/2013-02-26_00003.jpg
Alpha 7 released. Get it here or in the OP: http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_a7.bsp.bz2
Changelog:
- Moved the C>B entrance left to the side of the point preventing direct spam
- Nerfed sightlines a lot
- Enlongated spawn times for BLU everywhere.
- Changed health pack positions and added lots of new medpack spawns
- Detailed around C a lot and in the OoB areas around A and B
- Added easier way to access C as RED team from spawn
- Clipped judiciously, especially on the connectors
- Deleted many pillars and nerfed many sticky positions
- Fixed areas where soldiers could hide on the cliffs
- Added better skybox and areaportal loading, preventing the insides of buildings from being seen in the air
- Made setup gates non-see-through
- Removed the invisible roof clipping in the BLU spawn enabling jumpers to have fun there
- Added protection and bettered the holding position for BLU setting up before C in the A>C connector
- Edited the walkways around B a bit
- Made jumping up the dropdown at C quite a bit easier (effectively functions as another route up)
Screenshots:
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-02-26_00001.jpg[/img]
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-02-26_00002.jpg[/img]
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-02-26_00003.jpg[/img]
Because he hasn't mentioned this:
Additionally, I've taken up the way of Tarry again - I've made a public changelog detailing what I'm going to be getting done (and what has been done) since A6.
For anyone who's interested in watching this develop, https://docs.google.com/document/d/1iyOrILQtuExElLEoxpNCPJeEZgymU7m8GeGAovgyi3k/edit?usp=sharing
http://forums.tf2maps.net/showpost.php?p=282862&postcount=27
Because he hasn't mentioned this:
[QUOTE]Additionally, I've taken up the way of Tarry again - I've made a public changelog detailing what I'm going to be getting done (and what has been done) since A6.
For anyone who's interested in watching this develop, [url]https://docs.google.com/document/d/1iyOrILQtuExElLEoxpNCPJeEZgymU7m8GeGAovgyi3k/edit?usp=sharing[/url][/QUOTE]
http://forums.tf2maps.net/showpost.php?p=282862&postcount=27
Sorry for not uploading the vod. Haven't actually put in the time but i got a few screenshots:
clipping bugs:
http://steamcommunity.com/sharedfiles/filedetails/?id=129833445
http://steamcommunity.com/sharedfiles/filedetails/?id=129833436
http://steamcommunity.com/sharedfiles/filedetails/?id=129833501
http://steamcommunity.com/sharedfiles/filedetails/?id=129833402 - needs to be fixed
http://steamcommunity.com/sharedfiles/filedetails/?id=129833421 - second perspective of ^
hiding spots:
http://steamcommunity.com/sharedfiles/filedetails/?id=129833436
http://steamcommunity.com/sharedfiles/filedetails/?id=129833485 - where the support is, i think this one should stay personally but its up to you
If I remember correctly. There is a spot even higher on the back of the C point that you can jump to. (On my phone don't have screenshot)
If I remember correctly. There is a spot even higher on the back of the C point that you can jump to. (On my phone don't have screenshot)
Got rid of the secret easy way to jump into blu spawn :(
Got rid of the secret easy way to jump into blu spawn :(
Considering Gpit is already the best spectator map, this should make for some really fun matches. Having a non 5cp map work outside of viaduct/gpit would be a breath of fresh air for comp.
Considering Gpit is already the best spectator map, this should make for some really fun matches. Having a non 5cp map work outside of viaduct/gpit would be a breath of fresh air for comp.
MathiasIf I remember correctly. There is a spot even higher on the back of the C point that you can jump to. (On my phone don't have screenshot)
I tried it and it was fixed
[quote=Mathias]If I remember correctly. There is a spot even higher on the back of the C point that you can jump to. (On my phone don't have screenshot)[/quote]
I tried it and it was fixed
WHOA, I did something! A8 released!
http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_a8.bsp.bz2
Changelog:
- Added dropdown from the A+B>C connector high ground to low ground
- Removed wall from upper connector
- Added jumproute to C from ground
- Removed easy demospam spot up to C and made it a bit harder to do so
- Detailed a bit around C
- Fixed some clipping errors
- Properly built cubemaps
- Added cover to A
- Widened area behind A to facilitate movement
- Added more metal on the ibeams around A
- Clipped B a little
- Added props in places that are inaccessible to make it look like they actually aren’t accessible
- Dev pass on all buildings, preparing for major detail pass in coming versions
- Removed many beams in connectors
http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-02_00011.jpg
http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-02_00010.jpg
http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-02_00009.jpg
Pic of the connector and its new dropdown:
http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-02_00012.jpg
Thanks everyone for all the support and the few PUGs I got on this map were quite useful. Anything you may attempt on this map you should report to me so I can fix it up. Expect another minor detail pass in the next versions.
WHOA, I did something! A8 released!
http://dl.dropbox.com/u/84556731/cp_edifice/cp_edifice_a8.bsp.bz2
Changelog:
- Added dropdown from the A+B>C connector high ground to low ground
- Removed wall from upper connector
- Added jumproute to C from ground
- Removed easy demospam spot up to C and made it a bit harder to do so
- Detailed a bit around C
- Fixed some clipping errors
- Properly built cubemaps
- Added cover to A
- Widened area behind A to facilitate movement
- Added more metal on the ibeams around A
- Clipped B a little
- Added props in places that are inaccessible to make it look like they actually aren’t accessible
- Dev pass on all buildings, preparing for major detail pass in coming versions
- Removed many beams in connectors
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-02_00011.jpg[/img]
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-02_00010.jpg[/img]
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-02_00009.jpg[/img]
Pic of the connector and its new dropdown:
[img]http://dl.dropbox.com/u/84556731/cp_edifice/2013-03-02_00012.jpg[/img]
Thanks everyone for all the support and the few PUGs I got on this map were quite useful. Anything you may attempt on this map you should report to me so I can fix it up. Expect another minor detail pass in the next versions.
also fair warning: there's a few errors in a8 that I'm going to be addressing soon. Minor exploits but exploits nonetheless. The map works well otherwise, feel free to test.
also fair warning: there's a few errors in a8 that I'm going to be addressing soon. Minor exploits but exploits nonetheless. The map works well otherwise, feel free to test.
are the walls with no texture going to be textured?
are the walls with no texture going to be textured?
They always are, but that's pretty much always the last step in something like this. It's like putting a vinyl sticker on a car that is unpainted and has dents.
They always are, but that's pretty much always the last step in something like this. It's like putting a vinyl sticker on a car that is unpainted and has dents.