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cp_mountainlab_pro discussion
1
#1
0 Frags +

in Ma3la's stream, someone wanted to give cp_mountainlab_pro to let him play test, which is cool because nothing is making comp tf2 maps different, so I wanted to make this to make changes that need to happen to this map because it's not a balanced map atm.

in Ma3la's stream, someone wanted to give cp_mountainlab_pro to let him play test, which is cool because nothing is making comp tf2 maps different, so I wanted to make this to make changes that need to happen to this map because it's not a balanced map atm.
2
#2
1 Frags +

give a link to download it

give a link to download it
3
#3
5 Frags +

i loved mountainlab in pubs and it'd be great to see a pro version

i loved mountainlab in pubs and it'd be great to see a pro version
4
#4
0 Frags +

i would have it but the guy twitch pm'd Ma3la for him and didn't link it in chat i believe

i would have it but the guy twitch pm'd Ma3la for him and didn't link it in chat i believe
5
#5
4 Frags +

i had no idea mountainlab pro was a thing but it certainly sounds fun, great pub map at least

i had no idea mountainlab pro was a thing but it certainly sounds fun, great pub map at least
6
#6
5 Frags +

It's a good map, but I feel like linear A/D just isn't as fun of a game mode to watch. What makes 5cp so exciting is that teams have to be ready to switch between the two objectives (attacking and defending) fluidly. Linear A/D doesn't have that. It allows teams to run constant heavies and engies without the drawback that it slows down any repushes, because they literally don't have to worry about repushing.

It's a good map, but I feel like linear A/D just isn't as fun of a game mode to watch. What makes 5cp so exciting is that teams have to be ready to switch between the two objectives (attacking and defending) fluidly. Linear A/D doesn't have that. It allows teams to run constant heavies and engies without the drawback that it slows down any repushes, because they literally don't have to worry about repushing.
7
#7
1 Frags +

Hooky made a "pro" version based off the artpass version release ages ago.

http://www.teamfortress.tv/10130/cp-highlands

It never really played out well in 6s when we tested it before but I would like to take a look around the new version that is being worked on.

Hooky made a "pro" version based off the artpass version release ages ago.

http://www.teamfortress.tv/10130/cp-highlands

It never really played out well in 6s when we tested it before but I would like to take a look around the new version that is being worked on.
8
#8
1 Frags +

If the map was a little bit more open, if that's how to phrase it, I'd like to see it tried in Highlander as an alternative to Gravel Pit, and cp_steel (Oh dear, that's blasphemy!). Seriously: A/D maps are cool in Highlander to test coordination. Gravel Pit did quite well with that, except enough people complained back in S12 we haven't seen it since. Now, all we really have left is cp_steel. Steel is a fairly good map in Highlander, but let's be honest; it's getting really goddamn stale being played season after season.

If the map was a little bit more open, if that's how to phrase it, I'd like to see it tried in Highlander as an alternative to Gravel Pit, and cp_steel (Oh dear, that's blasphemy!). Seriously: A/D maps are cool in Highlander to test coordination. Gravel Pit did quite well with that, except enough people complained back in S12 we haven't seen it since. Now, all we really have left is cp_steel. Steel is a fairly good map in Highlander, but let's be honest; it's getting really goddamn stale being played season after season.
9
#9
7 Frags +
aldergive a link to download it

https://mega.nz/#!FUdiUYBT!FfdtjsDFpHGzTnJLce6Jb2PLhBAWxXIC-WnahTY_feM

There you go!

I still need to fix some stuff in it, but it's playable for now.

Changelist

[quote=alder]give a link to download it[/quote]

https://mega.nz/#!FUdiUYBT!FfdtjsDFpHGzTnJLce6Jb2PLhBAWxXIC-WnahTY_feM

There you go!

I still need to fix some stuff in it, but it's playable for now.

[url=http://pastebin.com/pV9Eikmp]Changelist[/url]
10
#10
3 Frags +

nice! (add to OP?)

forward spawn and lowered times are a good start, they were definitely necessary

edit: i guess you decompiled the map and went from there? i'm getting graphical glitches not present in stock mountainlab.
the room behind the window is visible:

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

taking one step back, it just disappears:

http://i.imgur.com/If5b8os.jpg

the same is happening from this point:

http://i.imgur.com/q0fupSC.jpg

after taking a step back:

http://i.imgur.com/P2D3gfj.jpg

also, there are (at least) two sets of stars that are not bulletblocked or playerclipped.
though i suggest you just go around the whole map, bulletblocking all the stairs.
a couple of sets are bulletblocked already, but most are just playerclipped.
same goes for small steps (like the first point), they should get some bulletblock love as well.

there are also things to snag on, like door-frames. so just like with the stairs, i'd just go from beginning till end and playerclip all that stuff.

nice! (add to OP?)

forward spawn and lowered times are a good start, they were definitely necessary

edit: i guess you decompiled the map and went from there? i'm getting graphical glitches not present in stock mountainlab.
the room behind the window is visible:
[img]http://i.imgur.com/gLNmcOd.jpg[/img]
taking one step back, it just disappears:
[img]http://i.imgur.com/If5b8os.jpg[/img]
the same is happening from this point:
[img]http://i.imgur.com/q0fupSC.jpg[/img]
after taking a step back:
[img]http://i.imgur.com/P2D3gfj.jpg[/img]

also, there are (at least) two sets of stars that are not bulletblocked or playerclipped.
though i suggest you just go around the whole map, bulletblocking all the stairs.
a couple of sets are bulletblocked already, but most are just playerclipped.
same goes for small steps (like the first point), they should get some bulletblock love as well.

there are also things to snag on, like door-frames. so just like with the stairs, i'd just go from beginning till end and playerclip all that stuff.
11
#11
2 Frags +
Bucakenice! (add to OP?)

forward spawn and lowered times are a good start, they were definitely necessary

edit: i guess you decompiled the map and went from there? i'm getting graphical glitches not present in default mountainpro. will make some pics in a minute

Yea, I did. I don't get any glitches tho, that's weird

EDIT:

Bucakenice! (add to OP?)

forward spawn and lowered times are a good start, they were definitely necessary

edit: i guess you decompiled the map and went from there? i'm getting graphical glitches not present in stock mountainlab.
the room behind the window is visible:
http://i.imgur.com/gLNmcOd.jpg
taking one step back, it just disappears:
http://i.imgur.com/If5b8os.jpg
the same is happening from this point:
http://i.imgur.com/q0fupSC.jpg
after taking a step back:
http://i.imgur.com/P2D3gfj.jpg

also, there are (at least) two sets of stars that are not bulletblocked or playerclipped.
though i suggest you just go around the whole map, bulletblocking all the stairs.
a couple of sets are bulletblocked already, but most are just playerclipped.
same goes for small steps (like the first point), they should get some bulletblock love as well.

For the window, I used areaportalwindow, although I though it will just fade out to black, will fix. And I have no idea what's happening with the point.

And yes, stairs will get bulletblock love.

EDIT2:

Hmm... I wasn't able to recreate the dissapearings on the first point... I have no idea what is up with that

[quote=Bucake]nice! (add to OP?)

forward spawn and lowered times are a good start, they were definitely necessary

edit: i guess you decompiled the map and went from there? i'm getting graphical glitches not present in default mountainpro. will make some pics in a minute[/quote]

Yea, I did. I don't get any glitches tho, that's weird

EDIT:

[quote=Bucake]nice! (add to OP?)

forward spawn and lowered times are a good start, they were definitely necessary

edit: i guess you decompiled the map and went from there? i'm getting graphical glitches not present in stock mountainlab.
the room behind the window is visible:
[img]http://i.imgur.com/gLNmcOd.jpg[/img]
taking one step back, it just disappears:
[img]http://i.imgur.com/If5b8os.jpg[/img]
the same is happening from this point:
[img]http://i.imgur.com/q0fupSC.jpg[/img]
after taking a step back:
[img]http://i.imgur.com/P2D3gfj.jpg[/img]

also, there are (at least) two sets of stars that are not bulletblocked or playerclipped.
though i suggest you just go around the whole map, bulletblocking all the stairs.
a couple of sets are bulletblocked already, but most are just playerclipped.
same goes for small steps (like the first point), they should get some bulletblock love as well.[/quote]

For the window, I used areaportalwindow, although I though it will just fade out to black, will fix. And I have no idea what's happening with the point.

And yes, stairs will get bulletblock love.

EDIT2:

Hmm... I wasn't able to recreate the dissapearings on the first point... I have no idea what is up with that
12
#12
1 Frags +

there's only a really thin line that makes all that stuff disappear.
try hugging the wall there and just move very slowly towards the edge?

edit, this is more or less what i mean with 'thin line'.
while i'm inside that line, all the shit will disappear, but if i move outside of it, it just pops right back up again:

http://i.imgur.com/GXmCwR2.jpg

same is happening from this point:

http://i.imgur.com/qCYRpn1.jpg

then a small step towards the left, you see the left door disappearing:

http://i.imgur.com/8hn1iJ1.jpg

there's only a really thin line that makes all that stuff disappear.
try hugging the wall there and just move very slowly towards the edge?

edit, this is more or less what i mean with 'thin line'.
while i'm inside that line, all the shit will disappear, but if i move outside of it, it just pops right back up again:
[img]http://i.imgur.com/GXmCwR2.jpg[/img]

same is happening from this point:
[img]http://i.imgur.com/qCYRpn1.jpg[/img]
then a small step towards the left, you see the left door disappearing:
[img]http://i.imgur.com/8hn1iJ1.jpg[/img]
13
#13
1 Frags +
Bucakethere's only a really thin line that makes all that stuff disappear.
try hugging the wall there and just move very slowly towards the edge?

edit, this is more or less what i mean with 'thin line':
http://i.imgur.com/GXmCwR2.jpg
while i'm inside that line, all the shit will disappear, but if i move outside of it, it just pops right back up again.

same is happening from this point.
http://i.imgur.com/qCYRpn1.jpg
then a small step towards the left:
http://i.imgur.com/8hn1iJ1.jpg

There's nothing in the thin line that could make stuff invisible

http://puu.sh/k5vHj/30bd43816f.jpg

Same with the second spot

http://puu.sh/k5vMN/733ed1b420.jpg

I am completely clueless what could be causing it.

Are you sure it's not just your config or something?

[quote=Bucake]there's only a really thin line that makes all that stuff disappear.
try hugging the wall there and just move very slowly towards the edge?

edit, this is more or less what i mean with 'thin line':
[img]http://i.imgur.com/GXmCwR2.jpg[/img]
while i'm inside that line, all the shit will disappear, but if i move outside of it, it just pops right back up again.

same is happening from this point.
[img]http://i.imgur.com/qCYRpn1.jpg[/img]
then a small step towards the left:
[img]http://i.imgur.com/8hn1iJ1.jpg[/img][/quote]

There's nothing in the thin line that could make stuff invisible

[img]http://puu.sh/k5vHj/30bd43816f.jpg[/img]

Same with the second spot

[img]http://puu.sh/k5vMN/733ed1b420.jpg[/img]

I am completely clueless what could be causing it.

Are you sure it's not just your config or something?
14
#14
-1 Frags +
Herganaldergive a link to download it
https://mega.nz/#!FUdiUYBT!FfdtjsDFpHGzTnJLce6Jb2PLhBAWxXIC-WnahTY_feM

There you go!

I still need to fix some stuff in it, but it's playable for now.

Changelist

I feel like snipers would be soo op on the first point

and the high ground is so good for attackers at last

[quote=Hergan][quote=alder]give a link to download it[/quote]

https://mega.nz/#!FUdiUYBT!FfdtjsDFpHGzTnJLce6Jb2PLhBAWxXIC-WnahTY_feM

There you go!

I still need to fix some stuff in it, but it's playable for now.

[url=http://pastebin.com/pV9Eikmp]Changelist[/url][/quote]

I feel like snipers would be soo op on the first point

and the high ground is so good for attackers at last
15
#15
0 Frags +
CatterPiHerganaldergive a link to download it
https://mega.nz/#!FUdiUYBT!FfdtjsDFpHGzTnJLce6Jb2PLhBAWxXIC-WnahTY_feM

There you go!

I still need to fix some stuff in it, but it's playable for now.

Changelist

I feel like snipers would be soo op on the first point

and the high ground is so good for attackers at last

I will work on the sightlines and the high ground a bit later, right now I'm trying to figure out the random dissapearings

[quote=CatterPi][quote=Hergan][quote=alder]give a link to download it[/quote]

https://mega.nz/#!FUdiUYBT!FfdtjsDFpHGzTnJLce6Jb2PLhBAWxXIC-WnahTY_feM

There you go!

I still need to fix some stuff in it, but it's playable for now.

[url=http://pastebin.com/pV9Eikmp]Changelist[/url][/quote]

I feel like snipers would be soo op on the first point

and the high ground is so good for attackers at last[/quote]

I will work on the sightlines and the high ground a bit later, right now I'm trying to figure out the random dissapearings
16
#16
0 Frags +

i'm not using any config :/
i know de-compiling maps can cause some funny issues, so i figured something went buggy with some tool brush nearby.
but if it's just me, then i guess there's nothing to worry about. no idea what could be causing it.

wish i could have some feedback for you when it comes to the actual layout of the map, but i guess i'm just lacking the insight ;p

i'm not using any config :/
i know de-compiling maps can cause some funny issues, so i figured something went buggy with some tool brush nearby.
but if it's just me, then i guess there's nothing to worry about. no idea what could be causing it.

wish i could have some feedback for you when it comes to the actual layout of the map, but i guess i'm just lacking the insight ;p
17
#17
5 Frags +

Finally, one of valve's prettiest stock maps getting some changes it needs to be more popular. I'll be loading it up and giving suggestions shortly

Finally, one of valve's prettiest stock maps getting some changes it needs to be more popular. I'll be loading it up and giving suggestions shortly
18
#18
0 Frags +
rowrowFinally, one of valve's prettiest stock maps getting some changes it needs to be more popular. I'll be loading it up and giving suggestions shortly

Let me know if you get random dissapearing stuff like Bucake did. That's the important bit for me.

[quote=rowrow]Finally, one of valve's prettiest stock maps getting some changes it needs to be more popular. I'll be loading it up and giving suggestions shortly[/quote]

Let me know if you get random dissapearing stuff like Bucake did. That's the important bit for me.
19
#19
0 Frags +

two very small graphical things, forgot to post them earlier.
it looks like both supports of this doorway are just a bit too short:

http://i.imgur.com/7jCPJcl.jpg

this door is not aligned properly:

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

yeah, trés important

two very small graphical things, forgot to post them earlier.
it looks like both supports of this doorway are just a bit too short:
[img]http://i.imgur.com/7jCPJcl.jpg[/img]
this door is not aligned properly:
[img]http://i.imgur.com/jnQMgTg.jpg[/img]

yeah, trés important
20
#20
6 Frags +

the stuff disappearing from the thin lines is a VVIS bug

I had it happen on a map I made with weird geometry

It shouldn't be happening with rectangular geomtry, but it is.

The only thing you can do is change the geometry nearby to make the bug stop happening

the stuff disappearing from the thin lines is a VVIS bug

I had it happen on a map I made with weird geometry

It shouldn't be happening with rectangular geomtry, but it is.

The only thing you can do is change the geometry nearby to make the bug stop happening
21
#21
2 Frags +
wareyathe stuff disappearing from the thin lines is a VVIS bug

I had it happen on a map I made with weird geometry

It shouldn't be happening with rectangular geomtry, but it is.

The only thing you can do is change the geometry nearby to make the bug stop happening

Thanks for the tip, will fix

[quote=wareya]the stuff disappearing from the thin lines is a VVIS bug

I had it happen on a map I made with weird geometry

It shouldn't be happening with rectangular geomtry, but it is.

The only thing you can do is change the geometry nearby to make the bug stop happening[/quote]

Thanks for the tip, will fix
22
#22
4 Frags +

If you want some testing, you can submit it to this form for New-New Map Pugs :D

http://goo.gl/forms/3cgaNFXY6q

If you want some testing, you can submit it to this form for New-New Map Pugs :D

http://goo.gl/forms/3cgaNFXY6q
23
#23
3 Frags +

Did a really really brief runthrough of problems and changes I would like to see. One of the main problems of this map are the open space and the lack of entrances (and for last, the ridiculously unbalanced direction of entrances, namely the upper area)

http://imgur.com/a/uotU8

also it's a shame you wasted the name mountainlab_pro on a very very early beta map that I feel is still a fair way to go before it's ready.

Did a really really brief runthrough of problems and changes I would like to see. One of the main problems of this map are the open space and the lack of entrances (and for last, the ridiculously unbalanced direction of entrances, namely the upper area)

http://imgur.com/a/uotU8

also it's a shame you wasted the name mountainlab_pro on a very very early beta map that I feel is still a fair way to go before it's ready.
24
#24
1 Frags +
rowrowDid a really really brief runthrough of problems and changes I would like to see. One of the main problems of this map are the open space and the lack of entrances (and for last, the ridiculously unbalanced direction of entrances, namely the upper area)

http://imgur.com/a/uotU8

also it's a shame you wasted the name mountainlab_pro on a very very early beta map that I feel is still a fair way to go before it's ready.

Thanks for the ideas! And about the name, I named this very early map mountainlab_pro, because I didn't have a lot of ideas what and where I could change.

kounterpartsIf you want some testing, you can submit it to this form for New-New Map Pugs :D

http://goo.gl/forms/3cgaNFXY6q

I will when I'll finish more improvements on the map!

[quote=rowrow]Did a really really brief runthrough of problems and changes I would like to see. One of the main problems of this map are the open space and the lack of entrances (and for last, the ridiculously unbalanced direction of entrances, namely the upper area)

http://imgur.com/a/uotU8

also it's a shame you wasted the name mountainlab_pro on a very very early beta map that I feel is still a fair way to go before it's ready.[/quote]

Thanks for the ideas! And about the name, I named this very early map mountainlab_pro, because I didn't have a lot of ideas what and where I could change.

[quote=kounterparts]If you want some testing, you can submit it to this form for New-New Map Pugs :D

http://goo.gl/forms/3cgaNFXY6q[/quote]

I will when I'll finish more improvements on the map!
25
#25
0 Frags +

Amazing map in pubs :o

Amazing map in pubs :o
26
#26
-11 Frags +

This would be fantastic for highlander.

not 6's, but

Show Content
who needs sixes?
This would be fantastic for highlander.

not 6's, but [spoiler]who needs sixes?[/spoiler]
27
#27
2 Frags +

b2 is out!

Changes:

- Added a connector in house going to the little room near A (no fucking idea how it's called)
- Remastered the room you get in using the left entrance from BLU spawn
- Bulletblocked bunch of stuff
- Changed lighting to be more bright
- Added a medium health and ammo on A point
- Added posibility to change classes inside of the forward spawn (it wasn't possible before because I forgot about something)
- Added a large healthpack near the forward spawn
- Removed the large ammopack that was sitting alone in the corner near the forward spawn
- Lowered the ceiling in the hallway leading to last
- Removed bunch of trees you could stand on
- Removed the windows on last to make pushing last easier

Download here!

Let me know if there's any problems that needs fixing, or stuff you think need changing!

[b]b2 is out![/b]

[b]Changes:[/b]

- Added a connector in house going to the little room near A (no fucking idea how it's called)
- Remastered the room you get in using the left entrance from BLU spawn
- Bulletblocked bunch of stuff
- Changed lighting to be more bright
- Added a medium health and ammo on A point
- Added posibility to change classes inside of the forward spawn (it wasn't possible before because I forgot about something)
- Added a large healthpack near the forward spawn
- Removed the large ammopack that was sitting alone in the corner near the forward spawn
- Lowered the ceiling in the hallway leading to last
- Removed bunch of trees you could stand on
- Removed the windows on last to make pushing last easier

[url=https://mega.nz/#!YIsxwLgK!gwYnVQeJdDIE6R_GzsTCe77SB-t4f2b6m4Y_rXdGUJA]Download here![/url]

Let me know if there's any problems that needs fixing, or stuff you think need changing!
28
#28
2 Frags +

http://imgur.com/a/zCmb4

did a quick little rundown, hope it helped

http://imgur.com/a/zCmb4

did a quick little rundown, hope it helped
29
#29
2 Frags +

I also looked over it a bit:
http://imgur.com/a/J7Irc#0

I also looked over it a bit:
http://imgur.com/a/J7Irc#0
30
#30
1 Frags +

b3 is out!

Changes:

- Fixed the weird clip brush near BLU spawn (Thanks Carn!)
- Removed the small health and ammo above the first point
- Made the entrance to connector in house bigger
- Fixed a bunch of spots where you could see outside the map
- Bulletblocked the hole above the medium health and ammo near the tunnel that you could shoot through
- Fixed the huge nodraw brush near second, and holes in the ceiling in the hallway leading to last
There's probably something else still, but that's all I can remember

Download here!

[b]b3 is out![/b]

[b]Changes:[/b]

- Fixed the weird clip brush near BLU spawn (Thanks Carn!)
- Removed the small health and ammo above the first point
- Made the entrance to connector in house bigger
- Fixed a bunch of spots where you could see outside the map
- Bulletblocked the hole above the medium health and ammo near the tunnel that you could shoot through
- Fixed the huge nodraw brush near second, and holes in the ceiling in the hallway leading to last
There's probably something else still, but that's all I can remember

[url=https://mega.nz/#!RFNTFLCB!6HYX3FJPFelmsUX2AUOj47C2a_8CPGrZS-WDDSyRQyM]Download here![/url]
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