https://www.youtube.com/watch?v=ekAqBiO_IUQ
Current version cp_mist_rc1e
TF2Maps: https://tf2maps.net/downloads/cp_mist.5630/
SteamWorkshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1686816800
cp_mist is a jungle themed 5cp map that's been in development for a while. Some of you have probably played it in one of its earlier forms.
Recently with the help from lucrative and friends its reached a pretty good state and has now just left beta, although this isn't the end as there is always room for improvement.
If you have any suggestions, bug reports, or general feedback feel free to send it my way.
[youtube]https://www.youtube.com/watch?v=ekAqBiO_IUQ[/youtube]
Current version cp_mist_rc1e
TF2Maps: https://tf2maps.net/downloads/cp_mist.5630/
SteamWorkshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1686816800
cp_mist is a jungle themed 5cp map that's been in development for a while. Some of you have probably played it in one of its earlier forms.
Recently with the help from lucrative and friends its reached a pretty good state and has now just left beta, although this isn't the end as there is always room for improvement.
If you have any suggestions, bug reports, or general feedback feel free to send it my way.
Hutty is a god and I love this map
Hutty is a god and I love this map
An update to cp_mist is out (cp_mist_rc1b).
Fixes some clipping issues, one of them rather major.
Both the downloads are updated.
- Fixed a clipping error that allowed players to escape the map
- Fixed a couple perch spots
- Fixed z-fighting when the red launchdoor is open
- Fixed a blue-skinned prop on red side in the mid forward spawn
An update to cp_mist is out (cp_mist_rc1b).
Fixes some clipping issues, one of them rather major.
Both the downloads are updated.
- Fixed a clipping error that allowed players to escape the map
- Fixed a couple perch spots
- Fixed z-fighting when the red launchdoor is open
- Fixed a blue-skinned prop on red side in the mid forward spawn
if you have transparent viewmodels and turn them off the 2nd foward spawn door becomes completly transparent https://imgur.com/a/oDnEx58
if you have transparent viewmodels and turn them off the 2nd foward spawn door becomes completly transparent https://imgur.com/a/oDnEx58
lucrativeHutty is a god and I love this map
got any feedback from the maptest pugs?
[quote=lucrative]Hutty is a god and I love this map[/quote]
got any feedback from the maptest pugs?
kiiobeif you have transparent viewmodels and turn them off the 2nd foward spawn door becomes completly transparent https://imgur.com/a/oDnEx58
mat_motion_blur_enabled 1
mat_motion_blur_strength 0
[quote=kiiobe]if you have transparent viewmodels and turn them off the 2nd foward spawn door becomes completly transparent https://imgur.com/a/oDnEx58[/quote]
mat_motion_blur_enabled 1
mat_motion_blur_strength 0
TwiggylucrativeHutty is a god and I love this map
got any feedback from the maptest pugs?
what are you looking for exactly? this map has been tested extensively in my group over the last 11 versions or so
[quote=Twiggy][quote=lucrative]Hutty is a god and I love this map[/quote]
got any feedback from the maptest pugs?[/quote]
what are you looking for exactly? this map has been tested extensively in my group over the last 11 versions or so
how were stalemates mostly (if you had some in a mix environment)
how were stalemates mostly (if you had some in a mix environment)
Got this from a guy called Noot:http://etf2l.org/forum/user/131921/ [img]https://cdn.discordapp.com/attachments/576891347424903197/576891693731807242/unknown.png[/img]
"basically you can peak from mid into half of 2nd and you can see players"
[img]https://i.imgur.com/NJhj5Re.jpg[/img]
can see into second aswell
https://imgur.com/a/g327xKX
This map was quite frustrating to play on, the 3 flank routes on each point do not contribute to 6s gameplay, the scale of the map fucks with the pacing a lot, soldier and demos have to spend so much life and ammo to be at the right places on time. It's a great looking map, I just don't see it 6s-viable without like half of the map cut
This map was quite frustrating to play on, the 3 flank routes on each point do not contribute to 6s gameplay, the scale of the map fucks with the pacing a lot, soldier and demos have to spend so much life and ammo to be at the right places on time. It's a great looking map, I just don't see it 6s-viable without like half of the map cut
Thanks for the bug reports, I'll get a fixed version out soon.
Thanks for the bug reports, I'll get a fixed version out soon.
Quoting the part I posted in the ETF2L map thread if you are interested in that:
TimTumcp_mist_rc1d:
I really liked this map, lots of potential. I don’t think it’s ready to be put in a season however, but with some changes this can be a very interesting map. The main issue of this map is the distance between points. It takes a long time to clear every flank if you are pushing to the next point. My suggestion would be to shorten the distance between points, and maybe remove a few flank routes and hiding spots. The second point is the best part of this map, it’s a really fun area to take fights and it might be better than some of the second points of the current map pool.
Quoting the part I posted in the ETF2L map [url=http://etf2l.org/forum/feedback/topic-35485/]thread[/url] if you are interested in that:
[quote=TimTum]cp_mist_rc1d:
I really liked this map, lots of potential. I don’t think it’s ready to be put in a season however, but with some changes this can be a very interesting map. The main issue of this map is the distance between points. It takes a long time to clear every flank if you are pushing to the next point. My suggestion would be to shorten the distance between points, and maybe remove a few flank routes and hiding spots. The second point is the best part of this map, it’s a really fun area to take fights and it might be better than some of the second points of the current map pool.[/quote]
Interesting how the feedback went from loving it to hating it so quickly, I'll need to look through the demos and see whats up. It was mostly tested with NA players, perhaps its down to differences in how the regions play. Or something more fundamental that only comes up when there are actual stakes on the match.
Interesting how the feedback went from loving it to hating it so quickly, I'll need to look through the demos and see whats up. It was mostly tested with NA players, perhaps its down to differences in how the regions play. Or something more fundamental that only comes up when there are actual stakes on the match.
huttyInteresting how the feedback went from loving it to hating it so quickly, I'll need to look through the demos and see whats up. It was mostly tested with NA players, perhaps its down to differences in how the regions play. Or something more fundamental that only comes up when there are actual stakes on the match.
Last Sunday TFTV streamed one match on the map: https://www.twitch.tv/videos/427074283?t=19m52s I can also give you the STV of that match if you want to.
I don't know how often NA players play cp_mist, but I don't think playing the map only once (like most people in the EU cup) will give you a complete view of the map. Most players had to learn how to play the map while they were playing, obviously it won't be a smooth experience. I agree that the map isn't ready to be played in a season (at least in EU), but I wouldn't say it's horrible like most people in that thread.
[quote=hutty]Interesting how the feedback went from loving it to hating it so quickly, I'll need to look through the demos and see whats up. It was mostly tested with NA players, perhaps its down to differences in how the regions play. Or something more fundamental that only comes up when there are actual stakes on the match.[/quote]
Last Sunday TFTV streamed one match on the map: https://www.twitch.tv/videos/427074283?t=19m52s I can also give you the STV of that match if you want to.
I don't know how often NA players play cp_mist, but I don't think playing the map only once (like most people in the EU cup) will give you a complete view of the map. Most players had to learn how to play the map while they were playing, obviously it won't be a smooth experience. I agree that the map isn't ready to be played in a season (at least in EU), but I wouldn't say it's horrible like most people in that thread.
https://imgur.com/a/KE9DqTC
@TimTum
I appreciate the feedback and giving the map a fair shot :) nice to see. On one hand Im happy it got played, on the other im disappointed because i really do think that the way the pre season cups are ran are not a good environment for the map to be tested for league viability. I was watching some of the games and like you said, it was quite clear most people hadn't even bothered to look at the map before playing it which is going to skew the feedback pretty heavily.
The map has been one of the most tested in my group, and a large majority of the playtests I had on this map were extremely positive and hutty was in attendance for most of those. The simple fact is no map is ever fully league ready upon inaugural inclusion, The maps we have in rotation today started bad, and got a lot better over time though league feedback. Mist along with many of the other maps we have put a lot of work into testing are without a doubt more league ready than any other map that was added previously, absolutely no doubt in my mind about that. Snakewater, gully, process etc all those maps changed immensely through league play and were not considered very good when they first got added.
If you guys want the maps to improve and you want maps with active developers, the fact is you're going to have to just add the map and play it, no map is ever going to be perfect for league play when its added and frankly a lot of the current maps are not even close to perfect for the current meta of the game (along with none of those developers being around anymore to make changes)
@TimTum
I appreciate the feedback and giving the map a fair shot :) nice to see. On one hand Im happy it got played, on the other im disappointed because i really do think that the way the pre season cups are ran are not a good environment for the map to be tested for league viability. I was watching some of the games and like you said, it was quite clear most people hadn't even bothered to look at the map before playing it which is going to skew the feedback pretty heavily.
The map has been one of the most tested in my group, and a large majority of the playtests I had on this map were extremely positive and hutty was in attendance for most of those. The simple fact is [b]no map is ever fully league ready upon inaugural inclusion[/b], The maps we have in rotation today started bad, and got a lot better over time though league feedback. Mist along with many of the other maps we have put a lot of work into testing are without a doubt more league ready than any other map that was added previously, absolutely no doubt in my mind about that. Snakewater, gully, process etc all those maps changed immensely through league play and were not considered very good when they first got added.
If you guys want the maps to improve and you want maps with active developers, the fact is you're going to have to just add the map and play it, no map is ever going to be perfect for league play when its added and frankly a lot of the current maps are not even close to perfect for the current meta of the game (along with none of those developers being around anymore to make changes)
I've updated the map to rc1e, mostly minor fixes. The only "major" change is the small clipped-to-the-skybox building on B is now visually taller, as previously it looked like you could get onto it as scout with a double-jump. Its clipping hasn't changed. https://tf2maps.net/attachments/screenshot-2021-05-02-085024-png.149460/
Changelog:
- The small building near B that has playerclip going to the skybox is now visually taller. The clip bounds haven't changed.
- Fixed a bunch of unintended perches.
- The medium ammo pack on the red side of mid now has a patch.
- Fixed the floating plant at B
- Fixed some brush issues on the A-B shack
- Removed some props that could be used to hide stickies in high-traffic areas.
I've updated the map to rc1e, mostly minor fixes. The only "major" change is the small clipped-to-the-skybox building on B is now visually taller, as previously it looked like you could get onto it as scout with a double-jump. Its clipping hasn't changed. https://tf2maps.net/attachments/screenshot-2021-05-02-085024-png.149460/
Changelog:
- The small building near B that has playerclip going to the skybox is now visually taller. The clip bounds haven't changed.
- Fixed a bunch of unintended perches.
- The medium ammo pack on the red side of mid now has a patch.
- Fixed the floating plant at B
- Fixed some brush issues on the A-B shack
- Removed some props that could be used to hide stickies in high-traffic areas.
Any reason that the map suddenly has tripled in size (from 40 to 140 MB)?
Just curious.
Any reason that the map suddenly has tripled in size (from 40 to 140 MB)?
Just curious.
Looks like I forgot to run the compressor on the final bsp.
I've done that and updated the Workshop and TF2Maps downloads, it should be in line with the previous version size wise now.
Looks like I forgot to run the compressor on the final bsp.
I've done that and updated the Workshop and TF2Maps downloads, it should be in line with the previous version size wise now.
From first impression of this map, the background noise is intense and there are flank routes in the flank routes. another really big issue is im a gamer with a less than ideal setup and im tanking to 90-120 frames on a solo server on this map. I get above 250 on process in the same environment. until that is fixed this map is fully unplayable for me.
From first impression of this map, the background noise is intense and there are flank routes in the flank routes. another really big issue is im a gamer with a less than ideal setup and im tanking to 90-120 frames on a solo server on this map. I get above 250 on process in the same environment. until that is fixed this map is fully unplayable for me.