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cp_daytrip
1
#1
0 Frags +

Notice (Feb. 20th, 2017): cp_daytrip_rc4 has been released!

Heya all,

I've been working hard on creating a new map after I finished koth_avalanchev3 (I will be going back to this one soon in order to do some major updates).

The map is attack/defense and based in a quaint neighborhood within Japan.

The first release candidate is complete and can be found on the workshop here:

https://steamcommunity.com/sharedfiles/filedetails/?id=775688428

TF2maps link now works: https://tf2maps.net/downloads/cp_daytrip.2739/update?update=8131 (rc4)

The map is attack/defense and based in a quaint neighbourhood on the outskirts of a city within Japan. Blu has taken a day trip into a Red neighborhood and is planning to take over their territory.

Screenshots below:

http://imgur.com/a/MqyFf

Overview: http://i.imgur.com/GdTLnui.jpg

Notice (Feb. 20th, 2017): cp_daytrip_rc4 has been released!

Heya all,

I've been working hard on creating a new map after I finished koth_avalanchev3 (I will be going back to this one soon in order to do some major updates).

The map is attack/defense and based in a quaint neighborhood within Japan.

The first release candidate is complete and can be found on the workshop here:

https://steamcommunity.com/sharedfiles/filedetails/?id=775688428

TF2maps link now works: https://tf2maps.net/downloads/cp_daytrip.2739/update?update=8131 (rc4)

The map is attack/defense and based in a quaint neighbourhood on the outskirts of a city within Japan. Blu has taken a day trip into a Red neighborhood and is planning to take over their territory.

Screenshots below:

http://imgur.com/a/MqyFf

Overview: http://i.imgur.com/GdTLnui.jpg
2
#2
11 Frags +

very pretty !
edit: could you post a direct download independent from the workshop ?

very pretty !
edit: could you post a direct download independent from the workshop ?
3
#3
2 Frags +
sage78very pretty !
edit: could you post a direct download independent from the workshop ?

Oops!

Tf2maps.net download has been updated:

https://tf2maps.net/threads/cp_daytrip.30387/

[quote=sage78]very pretty !
edit: could you post a direct download independent from the workshop ?[/quote]

Oops!

Tf2maps.net download has been updated:

https://tf2maps.net/threads/cp_daytrip.30387/
4
#4
2 Frags +

I think u should remove those busses. The map overall looks really pretty and fun to play

I think u should remove those busses. The map overall looks really pretty and fun to play
5
#5
2 Frags +
Mojo_da_KiddI think u should remove those busses. The map overall looks really pretty and fun to play

Thanks!

The busses were added were added to block line of sight and provide some additional cover. You could see directly into the hallway under blu's second spawn from the cobblestone dojo balcony without the red bus being there.

[quote=Mojo_da_Kidd]I think u should remove those busses. The map overall looks really pretty and fun to play[/quote]

Thanks!

The busses were added were added to block line of sight and provide some additional cover. You could see directly into the hallway under blu's second spawn from the cobblestone dojo balcony without the red bus being there.
6
#6
1 Frags +

A couple really small places don't really look like they fit in with the art style that much, like the Russian-esque rug in Blu spawn. Some people might have different opinions about it idk. The map looks really cool overall though, i'll definitely be messing around in it.

A couple really small places don't really look like they fit in with the art style that much, like the Russian-esque rug in Blu spawn. Some people might have different opinions about it idk. The map looks really cool overall though, i'll definitely be messing around in it.
7
#7
1 Frags +
burkoA couple really small places don't really look like they fit in with the art style that much, like the Russian-esque rug in Blu spawn. Some people might have different opinions about it idk. The map looks really cool overall though, i'll definitely be messing around in it.

I just learned how to make custom textures near the end of completing this map. For the next update to the map I will try to make some custom Japanese themed overlays and get some tatami mats in there. I'm glad to hear the look is enjoyable overall currently.

[quote=burko]A couple really small places don't really look like they fit in with the art style that much, like the Russian-esque rug in Blu spawn. Some people might have different opinions about it idk. The map looks really cool overall though, i'll definitely be messing around in it.[/quote]

I just learned how to make custom textures near the end of completing this map. For the next update to the map I will try to make some custom Japanese themed overlays and get some tatami mats in there. I'm glad to hear the look is enjoyable overall currently.
8
#8
1 Frags +

I thought it would be fun to show the super alpha version of this map I hastily cobbled together while away from my main PC in late August before I could lay any brushes in Hammer:

http://i.imgur.com/9ZgIsis.jpg

Yuck.

I thought it would be fun to show the super alpha version of this map I hastily cobbled together while away from my main PC in late August before I could lay any brushes in Hammer:

http://i.imgur.com/9ZgIsis.jpg

Yuck.
9
#9
6 Frags +

An album would be nice so I don't have to open 14 separate links

An album would be nice so I don't have to open 14 separate links
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#10
3 Frags +
DavidTheWinAn album would be nice so I don't have to open 14 separate links

Good idea: http://imgur.com/a/hWAkE

[quote=DavidTheWin]An album would be nice so I don't have to open 14 separate links[/quote]

Good idea: http://imgur.com/a/hWAkE
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#11
3 Frags +

this map looks amazing

this map looks amazing
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#12
0 Frags +
ILLEGALELEPHANTGUNthis map looks amazing

Thanks man. I had a lot of fun with the layout and detailing.

[quote=ILLEGALELEPHANTGUN]this map looks amazing[/quote]

Thanks man. I had a lot of fun with the layout and detailing.
13
#13
3 Frags +

Any chance this map'll be compatible for SFM sometime in the future? I need this for reasons. Also, the TF2Maps download button is taking me to an Imgur link.

Any chance this map'll be compatible for SFM sometime in the future? I need this for reasons. Also, the TF2Maps download button is taking me to an Imgur link.
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#14
1 Frags +

Your maps have a certain charm to them and are beautiful.

Your maps have a certain charm to them and are beautiful.
15
#15
0 Frags +
uberchainAny chance this map'll be compatible for SFM sometime in the future? I need this for reasons. Also, the TF2Maps download button is taking me to an Imgur link.

I'll look into SFM compatibility. It's something that I've wanted to check off my list to learn the basics of to help promote my maps.

TF2maps link now works: https://tf2maps.net/threads/cp_daytrip.30387/

[quote=uberchain]Any chance this map'll be compatible for SFM sometime in the future? I need this for reasons. Also, the TF2Maps download button is taking me to an Imgur link.[/quote]

I'll look into SFM compatibility. It's something that I've wanted to check off my list to learn the basics of to help promote my maps.

TF2maps link now works: https://tf2maps.net/threads/cp_daytrip.30387/
16
#16
2 Frags +
TsarbucksYour maps have a certain charm to them and are beautiful.

Thank you very much! I put a lot of hours into them (almost full-time) and I am glad to hear this.

[quote=Tsarbucks]Your maps have a certain charm to them and are beautiful.[/quote]

Thank you very much! I put a lot of hours into them (almost full-time) and I am glad to hear this.
17
#17
1 Frags +

i dont think the busses fit in with tf2s 1978 or whatever it was theme i could be wrong though

i dont think the busses fit in with tf2s 1978 or whatever it was theme i could be wrong though
18
#18
4 Frags +

Feels nice to see an A/D map. Would be cool if anyone would playtest this

Feels nice to see an A/D map. Would be cool if anyone would playtest this
19
#19
1 Frags +
XenThePybroi dont think the busses fit in with tf2s 1978 or whatever it was theme i could be wrong though

I like the busses, but if I could get a custom model of perhaps a more fitting bus model (one with Japanese characters would be great) I would be down for that. I am using the ones from the official koth_king map currently.

[quote=XenThePybro]i dont think the busses fit in with tf2s 1978 or whatever it was theme i could be wrong though[/quote]

I like the busses, but if I could get a custom model of perhaps a more fitting bus model (one with Japanese characters would be great) I would be down for that. I am using the ones from the official koth_king map currently.
20
#20
0 Frags +

Based on some more feedback I am closing in the map slightly more. Here is a start!

http://imgur.com/a/zpnH7

Based on some more feedback I am closing in the map slightly more. Here is a start!

http://imgur.com/a/zpnH7
21
#21
0 Frags +

Some small updates. Closing in the Blu starting area a bit to make defending the first point slightly easier.

http://imgur.com/a/1hDzV

I'll have an updated version posted for playing on within a few days.

Some small updates. Closing in the Blu starting area a bit to make defending the first point slightly easier.

http://imgur.com/a/1hDzV

I'll have an updated version posted for playing on within a few days.
22
#22
3 Frags +

Oct.15th update:

- Closed some long sightlines.
- Closed in the main street to allow easier defense of point 'A'.
- Added new cover the area outside the dojo to help with both defense and attack.
- Cleaned up some visuals and added new Japanese themed overlay textures.

New version can be downloaded here: https://tf2maps.net/threads/cp_daytrip.30387/

It can also be downloaded on the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=775688428

Updated screenshots: http://imgur.com/a/MqyFf

Oct.15th update:

- Closed some long sightlines.
- Closed in the main street to allow easier defense of point 'A'.
- Added new cover the area outside the dojo to help with both defense and attack.
- Cleaned up some visuals and added new Japanese themed overlay textures.

New version can be downloaded here: https://tf2maps.net/threads/cp_daytrip.30387/

It can also be downloaded on the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=775688428

Updated screenshots: http://imgur.com/a/MqyFf
23
#23
1 Frags +

Yo. I made a vid on the map you can use to see what could be fixed https://youtu.be/7Nte_Rs9ILw . srry about my voice slurring sometimes, the game had to be REALLY loud in order to get just a little bit of audio that you can hear in the vid. Also if i took my headphones off there would be weird feedback with my mic. Enjoy!

Yo. I made a vid on the map you can use to see what could be fixed https://youtu.be/7Nte_Rs9ILw . srry about my voice slurring sometimes, the game had to be REALLY loud in order to get just a little bit of audio that you can hear in the vid. Also if i took my headphones off there would be weird feedback with my mic. Enjoy!
24
#24
1 Frags +
diamond0wnerYo. I made a vid on the map you can use to see what could be fixed https://youtu.be/7Nte_Rs9ILw . srry about my voice slurring sometimes, the game had to be REALLY loud in order to get just a little bit of audio that you can hear in the vid. Also if i took my headphones off there would be weird feedback with my mic. Enjoy!

Sweet! Thank you for making this video. It's like Christmas morning for me to see footage of any play on my maps. I have a 5CP map in the works but will take a break to address the issues you had with sightlines/getting stuck in geometry/clipping. Expect an updated version in the coming days.

Edit*
My goal is to have my maps in comp rotation.

[quote=diamond0wner]Yo. I made a vid on the map you can use to see what could be fixed https://youtu.be/7Nte_Rs9ILw . srry about my voice slurring sometimes, the game had to be REALLY loud in order to get just a little bit of audio that you can hear in the vid. Also if i took my headphones off there would be weird feedback with my mic. Enjoy![/quote]

Sweet! Thank you for making this video. It's like Christmas morning for me to see footage of any play on my maps. I have a 5CP map in the works but will take a break to address the issues you had with sightlines/getting stuck in geometry/clipping. Expect an updated version in the coming days.

Edit*
My goal is to have my maps in comp rotation.
25
#25
1 Frags +
FatherBrandondiamond0wnerYo. I made a vid on the map you can use to see what could be fixed https://youtu.be/7Nte_Rs9ILw . srry about my voice slurring sometimes, the game had to be REALLY loud in order to get just a little bit of audio that you can hear in the vid. Also if i took my headphones off there would be weird feedback with my mic. Enjoy!
Sweet! Thank you for making this video. It's like Christmas morning for me to see footage of any play on my maps. I have a 5CP map in the works but will take a break to address the issues you had with sightlines/getting stuck in geometry/clipping. Expect an updated version in the coming days.

Edit*
My goal is to have my maps in comp rotation.

Keep at it dude. I'm a huge fan of A/D and I think this map could be fun if ya balanced it a lot

[quote=FatherBrandon][quote=diamond0wner]Yo. I made a vid on the map you can use to see what could be fixed https://youtu.be/7Nte_Rs9ILw . srry about my voice slurring sometimes, the game had to be REALLY loud in order to get just a little bit of audio that you can hear in the vid. Also if i took my headphones off there would be weird feedback with my mic. Enjoy![/quote]

Sweet! Thank you for making this video. It's like Christmas morning for me to see footage of any play on my maps. I have a 5CP map in the works but will take a break to address the issues you had with sightlines/getting stuck in geometry/clipping. Expect an updated version in the coming days.

Edit*
My goal is to have my maps in comp rotation.[/quote]

Keep at it dude. I'm a huge fan of A/D and I think this map could be fun if ya balanced it a lot
26
#26
3 Frags +
diamond0wnerFatherBrandondiamond0wnerYo. I made a vid on the map you can use to see what could be fixed https://youtu.be/7Nte_Rs9ILw . srry about my voice slurring sometimes, the game had to be REALLY loud in order to get just a little bit of audio that you can hear in the vid. Also if i took my headphones off there would be weird feedback with my mic. Enjoy!
Sweet! Thank you for making this video. It's like Christmas morning for me to see footage of any play on my maps. I have a 5CP map in the works but will take a break to address the issues you had with sightlines/getting stuck in geometry/clipping. Expect an updated version in the coming days.

Edit*
My goal is to have my maps in comp rotation.

Keep at it dude. I'm a huge fan of A/D and I think this map could be fun if ya balanced it a lot

I made most of the changes suggested in your video. Went over the clipping, changed that spot by the dojo stairs that you could get stuck in, and added a wall/small building to block the super long sniper line of sight from the dojo.

Here are images of the changes:

http://imgur.com/a/dep6p

I'll do a full compile overnight.

[quote=diamond0wner][quote=FatherBrandon][quote=diamond0wner]Yo. I made a vid on the map you can use to see what could be fixed https://youtu.be/7Nte_Rs9ILw . srry about my voice slurring sometimes, the game had to be REALLY loud in order to get just a little bit of audio that you can hear in the vid. Also if i took my headphones off there would be weird feedback with my mic. Enjoy![/quote]

Sweet! Thank you for making this video. It's like Christmas morning for me to see footage of any play on my maps. I have a 5CP map in the works but will take a break to address the issues you had with sightlines/getting stuck in geometry/clipping. Expect an updated version in the coming days.

Edit*
My goal is to have my maps in comp rotation.[/quote]

Keep at it dude. I'm a huge fan of A/D and I think this map could be fun if ya balanced it a lot[/quote]

I made most of the changes suggested in your video. Went over the clipping, changed that spot by the dojo stairs that you could get stuck in, and added a wall/small building to block the super long sniper line of sight from the dojo.

Here are images of the changes:

http://imgur.com/a/dep6p

I'll do a full compile overnight.
27
#27
4 Frags +

- Closed in the dojo a small amount which reduced a major sniper sightline.
- Fixed some clipping issues.
- Added Bulletblock slopes from the street to all sidewalks.

Direct Download: https://tf2maps.net/downloads/cp_daytrip.2739/updates

http://i.imgur.com/f1VHgFp.jpg

- Closed in the dojo a small amount which reduced a major sniper sightline.
- Fixed some clipping issues.
- Added Bulletblock slopes from the street to all sidewalks.

Direct Download: https://tf2maps.net/downloads/cp_daytrip.2739/updates

http://i.imgur.com/f1VHgFp.jpg
28
#28
2 Frags +

Nov.18th update:

-removed stone railguard from the side of the start of the stone stairs on the left side of the dojo to help maneuverability for attackers. Now you can hug the wall with ease as you swoop around the corner. (Image to show this: http://i.imgur.com/soKY4na.jpg )

-Moved the cap timer from 30 to 20 seconds for the first point.

-Added player clip to the store-front windows across the street from the dojo so you can't backup and get caught in them.

-Removed the milk crate from the bathhouse to help maneuverability.

-Moved the food menu to the inside of the eatery in the route from bathhouse to dojo street to help maneuverability.

-Fixed a lighting issue on a lantern model causing it to flicker when the LOD changed.

-Removed the charm walls from the new room that was added from the previous update to increase maneuverability.

Direct Download: https://tf2maps.net/downloads/cp_daytrip.2739/updates

Nov.18th update:

-removed stone railguard from the side of the start of the stone stairs on the left side of the dojo to help maneuverability for attackers. Now you can hug the wall with ease as you swoop around the corner. (Image to show this: http://i.imgur.com/soKY4na.jpg )

-Moved the cap timer from 30 to 20 seconds for the first point.

-Added player clip to the store-front windows across the street from the dojo so you can't backup and get caught in them.

-Removed the milk crate from the bathhouse to help maneuverability.

-Moved the food menu to the inside of the eatery in the route from bathhouse to dojo street to help maneuverability.

-Fixed a lighting issue on a lantern model causing it to flicker when the LOD changed.

-Removed the charm walls from the new room that was added from the previous update to increase maneuverability.

Direct Download: https://tf2maps.net/downloads/cp_daytrip.2739/updates
29
#29
2 Frags +

Heya again all!

I'm looking to have the latest version tested. The feedback I have received so far has been very helpful in tailoring the map and I'm looking to improve it further for you guys if there is any interest.

Heya again all!

I'm looking to have the latest version tested. The feedback I have received so far has been very helpful in tailoring the map and I'm looking to improve it further for you guys if there is any interest.
30
#30
1 Frags +

The map is visually pleasing but i dont think it works for 6s
Also theres this tiny room that should probably get a bit bigger or get removed, its just sooo small and uncomfortable
its not the only area, theres many other areas where either the ceiling is too low, or theres just no space to move, for example the sauna flank to capture the first point
theres so much detail in this map, it would be a shame to completely remove some of the alleys just from how tight they are, maybe just widen them or block them but keeping them visible
the last point is in an odd position
there are some huge sightlines too, gonna edit this post with some examples
edit: this is prolly the biggest sightline, all the way from the upper area of the defending team into sauna (flank of the 1st capture point)
http://steamcommunity.com/sharedfiles/filedetails/?id=867942167
http://steamcommunity.com/sharedfiles/filedetails/?id=867942133

The map is visually pleasing but i dont think it works for 6s
Also theres this [url=http://steamcommunity.com/sharedfiles/filedetails/?id=867931658]tiny room[/url] that should probably get a bit bigger or get removed, its just sooo small and uncomfortable
its not the only area, theres many other areas where either the ceiling is too low, or theres just no space to move, for example the sauna flank to capture the first point
theres so much detail in this map, it would be a shame to completely remove some of the alleys just from how tight they are, maybe just widen them or block them but keeping them visible
the last point is in an odd position
there are some huge sightlines too, gonna edit this post with some examples
edit: this is prolly the biggest sightline, all the way from the upper area of the defending team into sauna (flank of the 1st capture point)
http://steamcommunity.com/sharedfiles/filedetails/?id=867942167
http://steamcommunity.com/sharedfiles/filedetails/?id=867942133
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