Ynders
Account Details
SteamID64 76561198104204917
SteamID3 [U:1:143939189]
SteamID32 STEAM_0:1:71969594
Country United States
Signed Up September 6, 2015
Last Posted October 26, 2016 at 9:51 PM
Posts 12 (0 per day)
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#15 cp_mutagen2 (5cp) in Map Discussion

Just so everyone knows, this project isn't dead. I think I've gotten the extent of pub testing that I need, so if anyone wants to orchestrate a lobby, feel free. As always, I appreciate any feedback you have, and I'm always willing to improve and work on the map.

In the meantime, here's a little preview of some detail sessions I've done(by no means is this the finished product):

Before: http://i.imgur.com/hbWd05w.jpg
After: http://i.imgur.com/t6z93Fw.jpg

posted about 7 years ago
#14 cp_mutagen2 (5cp) in Map Discussion

Alpha 6

Mid
-Removed spiral & curved wall
-Added "house" structure with a balcony thing in place of the spiral
-Added a rock prop, letting people walk up to the balcony
-Moved barriers
-Stretched out one side of the mid structure
-Moved medium health closer to middle & added a small ammo next to it(everybody needs a friend)
Mid>Second
-Added a suspended barrier to right side route
-Moved small health/medium ammo closer to mid
-Changed routes to be more of curves rather than 90 degree corners(Thanks ibex!)
Second
-Relatively unchanged
Lobby
-Added some more height variation in right side (The Area I Have No Name For) to make it less boring
-Added a window to right side that sees the flank route on last
Last
-Relatively unchanged

I know this map isn't really being hyped at all, but if anyone has some free time, I'd love to get this tested in a 6s pug!

| TF2Maps thread | Imgur Album | A6 |

posted about 7 years ago
#13 cp_mutagen2 (5cp) in Map Discussion

Alpha 5

General
-Fixed spawntimes(hopefully)
-A lot of small brushwork changes
Mid
-Relatively unchanged
Mid>2nd
-Lengthened all routes
-Added a shutter to the middle route
-Added a small healthkit and medium ammo
-Straightened out the left side ramp
2nd
-Relatively unchanged
Lobby
-Added an entrance on the top of the spiral
-Changed height levels of most rooms
Last
-Shrunk left side flank route
-Moved spawnrooms further away from last
-Added some temporary props to block stickyspam from spawn
-Removed the entrance into the left side flank route
-Opened up a section of the fence

Sorry for such a long hiatus for such an underwhelming update. I've been especially busy with school and haven't had much time to do any real mapping.

| TF2Maps thread | Imgur Album | A5 |

posted about 7 years ago
#12 cp_mutagen2 (5cp) in Map Discussion

Thanks for your feedback, I apologize for wasting your time.

posted about 7 years ago
#10 cp_mutagen2 (5cp) in Map Discussion

Alpha 4B

Gameplay

  • Added a diagonal ramp to mid from the lowest route
  • Lowered 2nd point by 32 units
  • Removed shutter route into lobby
  • Reverted lobby back to a whole; rather than having 2 parts
  • Moved spawnpoints up in final spawn
  • Relocated forward spawn for capping 2nd to the "under" area of mid

Technical

  • Shortened initial spawntimes
  • Lengthened cap times for mid and 2nd
  • Cut off some edges from the mid cap zone to prevent cheeky capping
  • Added nobuilds to capture zones

Visual

  • Moved some buildings up to clarify that they're unreachable
  • Fixed an exposed nodraw

>> | Alpha 4B | TF2Maps Thread (Images out of date) | <<

posted about 7 years ago
#8 cp_mutagen2 (5cp) in Map Discussion

Recompiled and changed the download to A4A, apparently A4 caused a server crash.

posted about 7 years ago
#7 cp_mutagen2 (5cp) in Map Discussion

Alpha 4

Thanks to Carn for his feedback that inspired most of these changes!

General

  • Changed almost all health & ammo locations and values
  • Fixed capture times
  • Fixed respawn times
  • Removed resupply cabinets from forward spawns
  • Simplified a lot of 'double ramps'
  • Did a teensy bit of alpha detailing(sorry)

Mid

  • Changed cylindrical silos to classic shacks
  • Removed rocks from grass area
  • Removed walls from point
  • Expanded area on the right side(from either base's pov)
  • Added a short fence to block view from mid->left side entrance
  • Shortened fence blocking off right side
  • Raised area of right side
  • Added short fence on left side
  • Smoothed out the left side height differences
  • Moved forward spawns to the left side

Mid>Second connectors

  • Shortened ramp in middle route
  • Widened ramp in right side route[/SPOILER]

Second

  • Widened shortcut onto the left side route to mid
  • Lengthened fence on the back holding position
  • Added a new shutter route to lobby beside the right side route

Lobby

  • Expanded by 128 units
  • Separated left and right sides of lobby with a windowed wall
  • Smoothed out height changes[/SPOILER]

Last

  • Decreased the height at which the far right route exits lobby
  • Put a shack on the end of the sticky-outy bit with a prop jump to the roof
  • Shortened front railing of said sticky-outy but
  • Lowered height of the high ground area
  • Disconnected high ground area from spawn
  • Greatly shortened the wall separating the far left grass area and removed the clip brush(is now jump-over-able)
  • Expanded the high ground area a bit into the far left grass area
  • Removed water
  • Lowered left side spawn exit(spawn exits are now somewhat symmetrical around the point)
  • Extended the taller shack out into the main area
  • Extended the right side spawn exit out to a 'porch'[/SPOILER]

Concerns/Possible Issues

  • May be possible to spawncamp
  • Last fights may devolve into spawncamping
  • Left side grass route at last may be useless

>> | Download | TF2Maps.net thread | Imgur Album | <<

posted about 7 years ago
#6 cp_mutagen2 (5cp) in Map Discussion

Alpha 3a

Just felt like last was way too small when I was running around the map so I made it bigger.

Gameplay

  • Extended last point area by 384 units
  • Added a rock structure and some barriers to facilitate

    Also added more screenshots to the imgur album and tf2maps thread.

    >> | Download | TF2Maps.net thread | Imgur Album | <<
posted about 7 years ago
#4 cp_mutagen2 (5cp) in Map Discussion

Alpha 3

Gameplay

  • Remade last point and the connectors from 2nd to last(aka lobby) entirely
    • The new layout is much more simplified and changes the map's overall shape to a straight line, a la granary.
    • The last point is VERY experimental, being very different from other 5cp lasts. I don't expect it to stay in it's current state.​
  • Expanded holding zone near 2nd point
  • Moved both forward spawns
    • Mid forward is now located under 2nd.
    • 2nd forward is now located in the large square Happy Farmers building​
  • Added new doorway to left side(from attacker's point of view) route to 2nd
  • Changed kits
    • There is now a medium health in the left side route to 2nd​
    • Shortened the huts at mid
    • Shrunk the area of mid by 128u on each side, so 256u total
    • Added a rock for cover at mid
    • Added a rock to the area under 2nd to make gameplay there slightly more interesting

    Visual
    • Some minor theme work

    Technical
    • Put some additional optimization in place

    KNOWN ISSUES:
    -Lighting bug on the outside of the window at last
    -Lighting anomalies on the ramps in lobby
    -Some pop-ins due to skybox brushes

    >> | Download | TF2Maps.net thread | Imgur Album | <<
posted about 7 years ago
#1 cp_mutagen2 (5cp) in Map Discussion

Hi! About 9 months ago I put a map up here called mutagen, which was my first foray into competitive tf2 mapping. It had a lot of issues I wasn't quite sure how to fix, so I decided to move on to a new project. Recently I got an itch to have another go at it, so I rebuilt the map from the ground up.

I'm not really expecting to make the next badlands here, but my goal is to learn as much as I can from this and maybe create a finished map sometime.

>> | Most recent version download: Alpha 6 | <<

>> TF2Maps.net thread <<

>> Imgur album <<

If by chance you'd like to pug or anything on this map(you don't need my permission to do so!), be sure to send a message afterwards with what you thought of it to my Steam or TF2Maps accounts!

posted about 7 years ago
#5 Mutagen [5CP] in Map Discussion
Lunacidefirst thing that stands out to me is the sky box needs to be much higher

~512 units higher than the highest reachable point on the map, shouldn't be too problematic

posted about 8 years ago
#1 Mutagen [5CP] in Map Discussion

Dumb map made by a dumb mapper

Tf2Maps.net thread

I'm a mapper who normally makes somewhat silly maps with seldom-used gamemodes. I thought it would be a good learning experience to do the complete opposite, a 5cp map meant for comp. It's not very good at the moment, but that's what feedback is for!

Screens:

[Middle]

[2nd (bad screenshot)]

[Last Lobby]

[Last]

[Overview]

[Prettier Overview]

Planning on getting it tested in HL(was too big for 6s apparently)

posted about 8 years ago