looks great nicely done :)
Played in the playtest lobby. From what I saw the map was solid. 2nd point seemed a little hard to physically get to, especially for scouts or meds if you have to push out of last on a small advantage, making it hard to quickly cap to avoid backcaps. I could be completely wrong on that though. Other than that, I think it will be a great map addition once rollouts and everything have been figured out.
i would sex this art
i didnt really find many bugs that havent been mentioned before. lots of roofs and beige rocks let you hide stickies in them, plus this bucket on the left route from 2nd into mid:
gameplay wise, this area seems the best place to rollout to as demo since it gives you lots of vision over mid (going right can let you sticky this door but not much else unless they go valley). however it seems if the other demo's a second quicker than you they can completely deny you from doing anything with two sticks. would it be a good idea to add a secondary door on the right?
one thing i noticed is that it looks REALLY easy to roll into last if you frag on 2nd (or backcap 2nd) since the route from 2nd to last is really short and you're covered so well from the spawn doors. not sure whether this is good or bad for gameplay
i didnt really find many bugs that havent been mentioned before. lots of roofs and beige rocks let you hide stickies in them, plus this bucket on the left route from 2nd into mid:
[img]http://images.akamai.steamusercontent.com/ugc/101725152279540503/6E26D6CCA7C2BCA61C92240363EC48E8EEDD61DF/[/img]
gameplay wise, this area seems the best place to rollout to as demo since it gives you lots of vision over mid (going right can let you sticky this door but not much else unless they go valley). however it seems if the other demo's a second quicker than you they can completely deny you from doing anything with two sticks. would it be a good idea to add a secondary door on the right?
one thing i noticed is that it looks REALLY easy to roll into last if you frag on 2nd (or backcap 2nd) since the route from 2nd to last is really short and you're covered so well from the spawn doors. not sure whether this is good or bad for gameplay
gemmi would sex this art
i didnt really find many bugs that havent been mentioned before. lots of roofs and beige rocks let you hide stickies in them, plus this bucket on the left route from 2nd into mid:
gameplay wise, this area seems the best place to rollout to as demo since it gives you lots of vision over mid (going right can let you sticky this door but not much else unless they go valley). however it seems if the other demo's a second quicker than you they can completely deny you from doing anything with two sticks. would it be a good idea to add a secondary door on the right?
one thing i noticed is that it looks REALLY easy to roll into last if you frag on 2nd (or backcap 2nd) since the route from 2nd to last is really short and you're covered so well from the spawn doors. not sure whether this is good or bad for gameplay
Hey, yeah, some good observations here! Of course, hard to tell whether the last observation will react like you said, so it's all up to play. I did intend the last to be fluid, fairly simple to get in with - since last holds can become very very brick-wall-like on other maps I feel like one easier to poke into would be quite interesting.
Stickies end up inside of some rooves because of the brush method used to make some of them render properly and/or have their edges pass-through to jumpers. If anyone wants to point out particular rooves that this may become a problem on, I'll be sure to futz with the brushwork in order to make stickies lay more realistically.
As for the second door into mid from the left entrance, it could be a very neat idea! I'll watch some games on it and ask around for other opinions. Might be a way to relieve spam on the door, too.
Thanks for the warm reception! Feedback is welcome.
i didnt really find many bugs that havent been mentioned before. lots of roofs and beige rocks let you hide stickies in them, plus this bucket on the left route from 2nd into mid:
gameplay wise, this area seems the best place to rollout to as demo since it gives you lots of vision over mid (going right can let you sticky this door but not much else unless they go valley). however it seems if the other demo's a second quicker than you they can completely deny you from doing anything with two sticks. would it be a good idea to add a secondary door on the right?
one thing i noticed is that it looks REALLY easy to roll into last if you frag on 2nd (or backcap 2nd) since the route from 2nd to last is really short and you're covered so well from the spawn doors. not sure whether this is good or bad for gameplay[/quote]
Hey, yeah, some good observations here! Of course, hard to tell whether the last observation will react like you said, so it's all up to play. I did intend the last to be fluid, fairly simple to get in with - since last holds can become very very brick-wall-like on other maps I feel like one easier to poke into would be quite interesting.
Stickies end up inside of some rooves because of the brush method used to make some of them render properly and/or have their edges pass-through to jumpers. If anyone wants to point out particular rooves that this may become a problem on, I'll be sure to futz with the brushwork in order to make stickies lay more realistically.
As for the second door into mid from the left entrance, it could be a very neat idea! I'll watch some games on it and ask around for other opinions. Might be a way to relieve spam on the door, too.
Thanks for the warm reception! Feedback is welcome.
I love the skybox, great map! hope to see it soon in a league
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
[/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
CitricconsoleCMaterialVar::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
Interesting. Going to look into that shortly and roll out a fix if I can. Seems like a custom texture in the map is formatted improperly.
As for the clipping: whoops, heh. Will fix in next version, possibly a b1a for the console spam fix.
[/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[/quote]
Interesting. Going to look into that shortly and roll out a fix if I can. Seems like a custom texture in the map is formatted improperly.
As for the clipping: whoops, heh. Will fix in next version, possibly a b1a for the console spam fix.
degulooks really cool
http://i.imgur.com/QDAIMDR.jpg
kinda missplaced clipping here
What's the command to view things like that?
[img]http://i.imgur.com/QDAIMDR.jpg[/img]
kinda missplaced clipping here[/quote]
What's the command to view things like that?
cp_cardinal_b1a
>> Download HERE <<
Changelog:
• Fixed $envmaptint console spam, it was incorrectly formatted model textures within the Frontline pack.
• Removed paint can
• Quickly lit various incredibly dark gameplay spaces: still needs tweaking, but much easier to fight around
• Fixed clipping and blockbulleting on fountains
Make sure to refresh your texture cache (by changing to a map that does not use frontline assets, or by restarting the game) before playing this version. Other maps (such as Cardinal b1) which have the old incorrectly formatted Frontline models will cause the texture cache to incorrectly render this map. Loading this map upon game launch will work just fine, as well as if you haven't loaded a map with old Frontline textures in the session.
>> [url=https://tf2maps.net/downloads/cardinal.2425/download?version=6444]Download HERE[/url] <<
Changelog:
• Fixed $envmaptint console spam, it was incorrectly formatted model textures within the Frontline pack.
• Removed paint can
• Quickly lit various incredibly dark gameplay spaces: still needs tweaking, but much easier to fight around
• Fixed clipping and blockbulleting on fountains
Make sure to refresh your texture cache (by changing to a map that does not use frontline assets, or by restarting the game) before playing this version. Other maps (such as Cardinal b1) which have the old incorrectly formatted Frontline models will cause the texture cache to incorrectly render this map. Loading this map upon game launch will work just fine, as well as if you haven't loaded a map with old Frontline textures in the session.
I don't know if it's just me, but I was a bit surprised that I couldn't stand on this balcony, considering there's a similar one you can stand in on reckoner.
https://i.imgur.com/BdQpqeh.png
Oh, and the decorative stair's clipping. That too.
https://i.imgur.com/BdQpqeh.png
Oh, and the decorative stair's clipping. That too.
http://steamcommunity.com/sharedfiles/filedetails/?id=820652765
Found this small clip on the right arch of RED.
Only works from RED side.
Doesn't appear on clipbrushes for some reason..?
Might be my game bugging?
Also hitting the skybox reveals a few dev textures.
Found this small clip on the right arch of RED.
Only works from RED side.
Doesn't appear on clipbrushes for some reason..?
Might be my game bugging?
Also hitting the skybox reveals a few dev textures.
Hope we wi see this map on rewind or in new esea season
found this while jumping around the map
10187.471151 BlockingGetDataPointer: Async I/O Force misc/hologram_move.wav ( 42.97 msec / 106.45 msec total )
10189.381774 BlockingGetDataPointer: Async I/O Force weapons/cbar_miss1.wav ( 13.67 msec / 157.23 msec total )
10189.554077 BlockingGetDataPointer: Async I/O Force items/gunpickup2.wav ( 13.67 msec / 123.05 msec total
Also, in my opinion, I don't really like the room underneath the second point. It seems a little unnecessary. The same could be said about the sandbag on the ground adjacent to the room - I like the idea of the prop but it turns into an obstacle after a while (picture above)
Next, I feel this building is very cramped with not much room to move around. I'd suggest moving the forward spawn more towards the left, get rid of the other sandbag and expand that room into where the forward spawn used to be (http://imgur.com/a/95qSw). It just seems strange because of an unnecessary wall on the inside taking up a lot of space where there could be more room (see http://imgur.com/a/7C952).
Edit: Finally, I feel as if it would be better to just remove all of the walls surrounding these stairs and let it be open (see http://imgur.com/a/tfokp). You could do that by cutting a swathe in the forest, just enough so that someone can get out of the building. One last recommendation - make the staircase a curve?
Of course, these are just ideas. Feel free to do whatever you want with the map.
10187.471151 BlockingGetDataPointer: Async I/O Force misc/hologram_move.wav ( 42.97 msec / 106.45 msec total )
10189.381774 BlockingGetDataPointer: Async I/O Force weapons/cbar_miss1.wav ( 13.67 msec / 157.23 msec total )
10189.554077 BlockingGetDataPointer: Async I/O Force items/gunpickup2.wav ( 13.67 msec / 123.05 msec total
http://imgur.com/a/j1K6m
Also, in my opinion, I don't really like the room underneath the second point. It seems a little unnecessary. The same could be said about the sandbag on the ground adjacent to the room - I like the idea of the prop but it turns into an obstacle after a while (picture above)
http://imgur.com/a/nfYhH
Next, I feel this building is very cramped with not much room to move around. I'd suggest moving the forward spawn more towards the left, get rid of the other sandbag and expand that room into where the forward spawn used to be (http://imgur.com/a/95qSw). It just seems strange because of an unnecessary wall on the inside taking up a lot of space where there could be more room (see http://imgur.com/a/7C952).
Edit: Finally, I feel as if it would be better to just remove all of the walls surrounding these stairs and let it be open (see http://imgur.com/a/tfokp). You could do that by cutting a swathe in the forest, just enough so that someone can get out of the building. One last recommendation - make the staircase a curve?
Of course, these are just ideas. Feel free to do whatever you want with the map.
I'm sorry if this has already been mentioned but Demoman projectiles seem to go through this small boundary.
http://steamcommunity.com/sharedfiles/filedetails/?id=827415810
Map looks really nice though.
http://steamcommunity.com/sharedfiles/filedetails/?id=827415810
Map looks really nice though.
QUICK STATUS UPDATE
This map is still in development - I have in no way forgotten about it!
I've been swamped with real-life responsibilities and the process of moving internationally to the UK, which commences later this year for me. I am very busy, as a result, I've had a lot less time to work on this map. BUT! Rest assured it's coming along. Beta 2 will be much more polished out, refined, and generally smoothed down - we've got a lot in store.
Hopefully you all understand. Moving is a very stressful thing, especially with all the legal hoops I have to jump through before it. Promise you'll all get to see the next version of this map soon.
This map is still in development - I have in no way forgotten about it!
I've been swamped with real-life responsibilities and the process of moving internationally to the UK, which commences later this year for me. I am [i]very[/i] busy, as a result, I've had a lot less time to work on this map. BUT! Rest assured it's coming along. Beta 2 will be much more polished out, refined, and generally smoothed down - we've got a lot in store.
Hopefully you all understand. Moving is a very stressful thing, especially with all the legal hoops I have to jump through before it. Promise you'll all get to see the next version of this map soon.
this part of the wall from choke will eat stickies or splash
you can hide sticky traps there but they wont do any damage
you can hide sticky traps there but they wont do any damage
[img]http://images.akamai.steamusercontent.com/ugc/81465074620308826/65DA6A3EF4B410F247570479F7C790008932A9AD/[/img]
This lamp post collides with rockets and pipes and shit. I strongly feel it should not.
cp_cardinal_b2
- Added full 3dsky (still a couple things to edit/polish up but it's there!)
- Lit map as a whole better
- Clipped various problem spots
- Edited displacements throughout the map
- I forgot to fix the lamppost. Rest assured that's coming in the next version.
Generally, this update is heavily visual, for players and casters alike. Gameplay changes will come after the New Map Cup and various tests for beta 3. If there are any problems with clipping, any missing content/textures, or any unintended exploits, let me know ASAP.
Looking forward to seeing this played in the New Map Cup!
Screenshots:
https://tf2maps.net/attachments/20170221171529_1-jpg.43786/
https://tf2maps.net/attachments/20170221171541_1-jpg.43787/
https://tf2maps.net/attachments/20170221171502_1-jpg.43788/
https://tf2maps.net/attachments/20170221171547_1-jpg.43789/
https://tf2maps.net/attachments/20170221171558_1-jpg.43790/
[url=https://tf2maps.net/downloads/cardinal.2425/download?version=8032]Download beta 2 here![/url]
- Added full 3dsky (still a couple things to edit/polish up but it's there!)
- Lit map as a whole better
- Clipped various problem spots
- Edited displacements throughout the map
- I forgot to fix the lamppost. Rest assured that's coming in the next version.
Generally, this update is heavily visual, for players and casters alike. Gameplay changes will come after the New Map Cup and various tests for beta 3. If there are any problems with clipping, any missing content/textures, or any unintended exploits, let me know ASAP.
Looking forward to seeing this played in the New Map Cup!
Screenshots:
[img]https://tf2maps.net/attachments/20170221171529_1-jpg.43786/[/img]
[img]https://tf2maps.net/attachments/20170221171541_1-jpg.43787/[/img]
[img]https://tf2maps.net/attachments/20170221171502_1-jpg.43788/[/img]
[img]https://tf2maps.net/attachments/20170221171547_1-jpg.43789/[/img]
[img]https://tf2maps.net/attachments/20170221171558_1-jpg.43790/[/img]
[img]https://tf2maps.net/attachments/20170221171608_1-jpg.43791/[/img]
[img]https://tf2maps.net/attachments/20170221171515_1-jpg.43792/[/img]
Phicp_cardinal_b2
Download beta 2 here!
- Added full 3dsky (still a couple things to edit/polish up but it's there!)
- Lit map as a whole better
- Clipped various problem spots
- Edited displacements throughout the map
- I forgot to fix the lamppost. Rest assured that's coming in the next version.
Generally, this update is heavily visual, for players and casters alike. Gameplay changes will come after the New Map Cup and various tests for beta 3. If there are any problems with clipping, any missing content/textures, or any unintended exploits, let me know ASAP.
Looking forward to seeing this played in the New Map Cup!
Screenshots:
https://tf2maps.net/attachments/20170221171529_1-jpg.43786/
https://tf2maps.net/attachments/20170221171541_1-jpg.43787/
https://tf2maps.net/attachments/20170221171502_1-jpg.43788/
https://tf2maps.net/attachments/20170221171547_1-jpg.43789/
https://tf2maps.net/attachments/20170221171558_1-jpg.43790/
https://tf2maps.net/attachments/20170221171608_1-jpg.43791/
https://tf2maps.net/attachments/20170221171515_1-jpg.43792/
Very beautiful. Can't wait to see it in the Map Cup and beyond!
[url=https://tf2maps.net/downloads/cardinal.2425/download?version=8032]Download beta 2 here![/url]
- Added full 3dsky (still a couple things to edit/polish up but it's there!)
- Lit map as a whole better
- Clipped various problem spots
- Edited displacements throughout the map
- I forgot to fix the lamppost. Rest assured that's coming in the next version.
Generally, this update is heavily visual, for players and casters alike. Gameplay changes will come after the New Map Cup and various tests for beta 3. If there are any problems with clipping, any missing content/textures, or any unintended exploits, let me know ASAP.
Looking forward to seeing this played in the New Map Cup!
Screenshots:
[img]https://tf2maps.net/attachments/20170221171529_1-jpg.43786/[/img]
[img]https://tf2maps.net/attachments/20170221171541_1-jpg.43787/[/img]
[img]https://tf2maps.net/attachments/20170221171502_1-jpg.43788/[/img]
[img]https://tf2maps.net/attachments/20170221171547_1-jpg.43789/[/img]
[img]https://tf2maps.net/attachments/20170221171558_1-jpg.43790/[/img]
[img]https://tf2maps.net/attachments/20170221171608_1-jpg.43791/[/img]
[img]https://tf2maps.net/attachments/20170221171515_1-jpg.43792/[/img][/quote]
Very beautiful. Can't wait to see it in the Map Cup and beyond!
If you try to change class in this conference room area in spawn, you'll just die:
http://imgur.com/SGw4Z6N
On both sides of the map, you can see through the geometry in this little crevasse:
http://imgur.com/0cDxbLG
Only on RED side, in this room on the right with the shutter (between last and second), the grass comes through the corner and you can actually get stuck inside of it:
http://imgur.com/fgIvQ76
http://imgur.com/SGw4Z6N
On both sides of the map, you can see through the geometry in this little crevasse:
http://imgur.com/0cDxbLG
Only on RED side, in this room on the right with the shutter (between last and second), the grass comes through the corner and you can actually get stuck inside of it:
http://imgur.com/fgIvQ76
Phi's betas look better than my RC's! Jesus! Haha. Looks good, hope it plays good too. Loving all the community mapping going on these days.
Both images are pretty self explanatory, I think. That wall is see-through from only one side, and the flowerpots in between mid and 2nd can completely hide a stickytrap (there are two pots on 2nd and two on mid).
Both images are pretty self explanatory, I think. That wall is see-through from only one side, and the flowerpots in between mid and 2nd can completely hide a stickytrap (there are two pots on 2nd and two on mid).
Cardinal was one of the best maps that I have played in a while. It is very open which allows for more opportunities for players to work with their surroundings allowing for more competitive play. One big plus with this map is the decent size of the choke points, unlike granary with its tight chokes and shutters. This maps rollout is also pretty simple to master, allowing for players that are new to TF2 competitive scene to enjoy. I highly recommend this map because of it open atmosphere and many new possibilities for the TF2 community
-LuvDingo
-LuvDingo
Alright.
Working on a beta 3 now - if anyone has any more feedback, especially heavier stuff from the map cup, I'd love to hear it now so as to fix it up for b3 (Reckoner is also getting an update soon, if anyone wants to head over to that thread and feedback there too). I will integrate all prior feedback into Cardinal b3 and it'll get a big polishing-up.
For anyone writing programs relying on coordinates, aka DM spawns or anything similar, I will be centring the map on 0,0 come beta 3. So your job will be much easier.
Cheers, thank you for the positive reception.
Working on a beta 3 now - if anyone has any more feedback, especially heavier stuff from the map cup, I'd love to hear it now so as to fix it up for b3 (Reckoner is also getting an update soon, if anyone wants to head over to that thread and feedback there too). I will integrate all prior feedback into Cardinal b3 and it'll get a big polishing-up.
For anyone writing programs relying on coordinates, aka DM spawns or anything similar, I will be centring the map on 0,0 come beta 3. So your job will be much easier.
Cheers, thank you for the positive reception.
Apologies for how much time this version has taken. I'm moving to the UK in August so my life has been very busy lately! Let me know if there are any problems.
cp_cardinal_b3
Changelog:
• Connected café/fishery/house with arch, will result in less wrapping and hopefully a general feeling of a smaller area
• Added pill to second balcony from fishery to support soldiers bombing and scout boston basher movement
• Shifted health around the arch area due to new path
• Fiddled with clipping around arch
• Generally started de-cluttering the map as a whole
• Removed lip clipping on various tiny fences
• Made lampposts on arch nonsolid, roamers beware
• Removed clutter ledge on ground of second
• Closed off room below second
• Centred map on 0,0 to make DM spawns much easier to format
cp_cardinal_b3
[url=https://tf2maps.net/downloads/cardinal.2425/download?version=9322]Download[/url]
Changelog:
• Connected café/fishery/house with arch, will result in less wrapping and hopefully a general feeling of a smaller area
• Added pill to second balcony from fishery to support soldiers bombing and scout boston basher movement
• Shifted health around the arch area due to new path
• Fiddled with clipping around arch
• Generally started de-cluttering the map as a whole
• Removed lip clipping on various tiny fences
• Made lampposts on arch nonsolid, roamers beware
• Removed clutter ledge on ground of second
• Closed off room below second
• Centred map on 0,0 to make DM spawns much easier to format