Upvote Upvoted 68 Downvote Downvoted
1 2 3
cp_propaganda (5cp)
31
#31
-2 Frags +

i have had fun every time i play this map but i have also had to fight against extreme lag idk maybe it is a mac specific problem i wonder if u could look into it

i have had fun every time i play this map but i have also had to fight against extreme lag idk maybe it is a mac specific problem i wonder if u could look into it
32
#32
0 Frags +

Yeah, I'll look into it for sure. Are there any particular areas that seem to have lower framerate than others?
Also, does anyone else happen to be having similar issues on windows or linux?

Yeah, I'll look into it for sure. Are there any particular areas that seem to have lower framerate than others?
Also, does anyone else happen to be having similar issues on windows or linux?
33
#33
5 Frags +

a15 update:
-Slightly lowered the pavilion on mid.
-Simplified second by replacing the little house next to porch with hedges.
-Made cave more cave-like. I've made it smaller on the inside and reduced its footprint on second.
-Changed top right spawn on last so its harder to spam point from safety.

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=12671
Screenshots: https://imgur.com/a/E64j3

a15 update:
-Slightly lowered the pavilion on mid.
-Simplified second by replacing the little house next to porch with hedges.
-Made cave more cave-like. I've made it smaller on the inside and reduced its footprint on second.
-Changed top right spawn on last so its harder to spam point from safety.

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=12671
Screenshots: https://imgur.com/a/E64j3
34
#34
2 Frags +

A few things:

Sniping from the forward spawns is currently too powerful IMO. It's especially bad on the 2nd point where the sniper can basically see everything from inside of the spawn.

https://imgur.com/Wsu4ePH
https://imgur.com/N3woH53

This lantern is super obnoxious since it restricts your movement:
https://imgur.com/nzIC1NF

This flank is pretty boring. Adding some high ground advantages and breaking up vision would go a long way towards making it an area that could see action that isn't just through-traffic. Cave is looking pretty good IMO.
https://imgur.com/xJAAtWH

These shelves with boxes should be closed off since you can't use them
https://imgur.com/Bq0xduD

I still don't know if I like this flat, open area out to the side. It does provide some space for a team attacking 2nd to maneuver, but it's just so flat and boring and is flanked by a death-pit, so it just feels a little off to me.
https://imgur.com/7v53Dda

I'm really enjoying the map so far. keep up the good work!

A few things:

Sniping from the forward spawns is currently too powerful IMO. It's especially bad on the 2nd point where the sniper can basically see everything from inside of the spawn.

https://imgur.com/Wsu4ePH
https://imgur.com/N3woH53

This lantern is super obnoxious since it restricts your movement:
https://imgur.com/nzIC1NF

This flank is pretty boring. Adding some high ground advantages and breaking up vision would go a long way towards making it an area that could see action that isn't just through-traffic. Cave is looking pretty good IMO.
https://imgur.com/xJAAtWH

These shelves with boxes should be closed off since you can't use them
https://imgur.com/Bq0xduD

I still don't know if I like this flat, open area out to the side. It does provide some space for a team attacking 2nd to maneuver, but it's just so flat and boring and is flanked by a death-pit, so it just feels a little off to me.
https://imgur.com/7v53Dda

I'm really enjoying the map so far. keep up the good work!
35
#35
2 Frags +

Demo rollout cp_propaganda_a15

https://goo.gl/9eMVLD

Roamer rollout

https://goo.gl/vM3Jsw

Demo rollout cp_propaganda_a15

https://goo.gl/9eMVLD

Roamer rollout

https://goo.gl/vM3Jsw
36
#36
3 Frags +

you know health is an issue on rollouts right

you know health is an issue on rollouts right
37
#37
0 Frags +
gemmyou know health is an issue on rollouts right

You can arrive to mid with 80-90 hp as demo & 130-150 hp as soldier i think.

[quote=gemm]you know health is an issue on rollouts right[/quote] You can arrive to mid with 80-90 hp as demo & 130-150 hp as soldier i think.
38
#38
4 Frags +

b1 update:
Now moving into beta! I feel confident now that theres not a whole lot that needs significant changes, so I've started detailing a bit.
-Windows!
-Changed the shape of some buildings for visual purposes.
-Fixed the smaller things Beater suggested.(lantern collision, shelf)
-Once again, either helped or hurt performance! Either way it's a feature, I swear.

Known issues:
-Stickies stick to nothing above the new wall on last.
-Collision on pipe near second point can be weird.
-Invisible wall around the forward spawn door on second.

Things I'm considering and would like feedback on: (Mostly things beater suggested)
-Moving forward spawns around to make sniper less powerful.
-Making alley flank from mid more interesting. I'm not entirely sure how to do this without major changes, and I don't have time to make these atm.
-Removing death pits on second.
-Shrinking the size of mid a bit.

I would absolutely love thoughts on the ideas above.

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=12885
Screenshots: https://imgur.com/a/ZZAth

b1 update:
Now moving into beta! I feel confident now that theres not a whole lot that needs significant changes, so I've started detailing a bit.
-Windows!
-Changed the shape of some buildings for visual purposes.
-Fixed the smaller things Beater suggested.(lantern collision, shelf)
-Once again, either helped or hurt performance! Either way it's a feature, I swear.

Known issues:
-Stickies stick to nothing above the new wall on last.
-Collision on pipe near second point can be weird.
-Invisible wall around the forward spawn door on second.

Things I'm considering and would like feedback on: (Mostly things beater suggested)
-Moving forward spawns around to make sniper less powerful.
-Making alley flank from mid more interesting. I'm not entirely sure how to do this without major changes, and I don't have time to make these atm.
-Removing death pits on second.
-Shrinking the size of mid a bit.

I would absolutely love thoughts on the ideas above.

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=12885
Screenshots: https://imgur.com/a/ZZAth
39
#39
1 Frags +

far too much random clutter that means rocketjumping is kinda aids in a load of places- also weird ceilings that do the same- above shutter in the non-cave flank to mid, above the top-right shutter entering last if you jump from the wall and a few others. Just try and make the geometry a bit simpler and more intuitive so that movement is smoother in general.

far too much random clutter that means rocketjumping is kinda aids in a load of places- also weird ceilings that do the same- above shutter in the non-cave flank to mid, above the top-right shutter entering last if you jump from the wall and a few others. Just try and make the geometry a bit simpler and more intuitive so that movement is smoother in general.
40
#40
2 Frags +

https://i.imgur.com/P8yvoMV.jpg

Movement is not smooth on this rock (if i just press w i get stuck in two little spots). Not game breaking but fixing this makes it a tad bit more enjoyable.

https://i.imgur.com/S3nmiZ5.jpg

I feel I'm repeating myself but when i look at this I assume it's jumpable, however you restrict access. I suggest you make these shelves go to the ceiling if you don't want them jumpable.

Mid forward spawn has leaks :

https://i.imgur.com/78loaAJ.jpg

https://i.imgur.com/WPpY9gM.jpg

This looks fucking great

Now about the feedback you asked :

-Moving forward spawns around to make sniper less powerful.

For second spawn , i suggest this :

https://i.imgur.com/Hlo2eIv.jpg

or this :

https://i.imgur.com/pAlfYZs.jpg

For mid spawn, what about a door there :

https://i.imgur.com/qomGmwt.jpg

-Removing death pits on second.

I say keep them, it distinguishes your map and adds a little fun quirk :)

-Making alley flank from mid more interesting. I'm not entirely sure how to do this without major changes, and I don't have time to make these atm.

For starters, what about removing this wall to allow big jumps in/out of the flank?

https://i.imgur.com/caVPFSA.jpg

What about opening this door halfway (think de_dust2 doors) and connect it to the alley flank?

https://i.imgur.com/6nENVs8.jpg

[img]https://i.imgur.com/P8yvoMV.jpg[/img]
Movement is not smooth on this rock (if i just press w i get stuck in two little spots). Not game breaking but fixing this makes it a tad bit more enjoyable.

[img]https://i.imgur.com/S3nmiZ5.jpg[/img]
I feel I'm repeating myself but when i look at this I assume it's jumpable, however you restrict access. I suggest you make these shelves go to the ceiling if you don't want them jumpable.

Mid forward spawn has leaks :
[img]https://i.imgur.com/78loaAJ.jpg[/img]

[img]https://i.imgur.com/WPpY9gM.jpg[/img]
This looks fucking great

Now about the feedback you asked :
[quote]-Moving forward spawns around to make sniper less powerful.[/quote]
For second spawn , i suggest this :
[img]https://i.imgur.com/Hlo2eIv.jpg[/img]

or this :
[img]https://i.imgur.com/pAlfYZs.jpg[/img]

For mid spawn, what about a door there :
[img]https://i.imgur.com/qomGmwt.jpg[/img]


[quote]-Removing death pits on second.[/quote]
I say keep them, it distinguishes your map and adds a little fun quirk :)

[quote]-Making alley flank from mid more interesting. I'm not entirely sure how to do this without major changes, and I don't have time to make these atm.
[/quote]
For starters, what about removing this wall to allow big jumps in/out of the flank?
[img]https://i.imgur.com/caVPFSA.jpg[/img]

What about opening this door halfway (think de_dust2 doors) and connect it to the alley flank?
[img]https://i.imgur.com/6nENVs8.jpg[/img]
41
#41
0 Frags +

Thanks twiggy! I really like these ideas.

Thanks twiggy! I really like these ideas.
42
#42
5 Frags +

b2 update:
Improved clipping and shrunk size on building lips sticking out to try and simplify geometry.
Improved clipping on rocks on last.
Improved more general clipping. Hopefully its less awful trying to navigate the map.
Fixed exposed nodraw.
Removed wall on "alley" flank.
Moved both forward spawns around to the spots twiggy suggested.
Moved chimney slightly for the sake of rollouts.
Fixed invisible ledge above wall between last and 2nd.
Fixed slight asymmetry on mid.
Removed unnecessary wall on shack on 2nd.

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=13021
Screenshots: https://imgur.com/a/J5atQ

b2 update:
Improved clipping and shrunk size on building lips sticking out to try and simplify geometry.
Improved clipping on rocks on last.
Improved more general clipping. Hopefully its less awful trying to navigate the map.
Fixed exposed nodraw.
Removed wall on "alley" flank.
Moved both forward spawns around to the spots twiggy suggested.
Moved chimney slightly for the sake of rollouts.
Fixed invisible ledge above wall between last and 2nd.
Fixed slight asymmetry on mid.
Removed unnecessary wall on shack on 2nd.

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=13021
Screenshots: https://imgur.com/a/J5atQ
43
#43
0 Frags +

I would suggest shrinking the spawnroom at last, and removing the lower-right exit from spawn wich is quite cramped and has a roof blocking Rocketjumps
edit: Also the spawn time in last is way too long.. if you lost a lot of players defending 2nd, they wont be there in time to defend last since its like 20 bloody seconds to spawn...

I would suggest shrinking the spawnroom at last, and removing the lower-right exit from spawn wich is quite cramped and has a roof blocking Rocketjumps
edit: Also the spawn time in last is way too long.. if you lost a lot of players defending 2nd, they wont be there in time to defend last since its like 20 bloody seconds to spawn...
44
#44
7 Frags +

b3 update:
Furthered detailing
Small clipping improvements

Download: http://tf2maps.net/downloads/propaganda.1927/download?version=13450
Screenshots: https://imgur.com/a/4x1ZN

b3 update:
Furthered detailing
Small clipping improvements

[b]Download:[/b] http://tf2maps.net/downloads/propaganda.1927/download?version=13450
[b]Screenshots:[/b] https://imgur.com/a/4x1ZN
45
#45
4 Frags +

b4 update:
Made the width of mid smaller by about 150 hammer units.
Added a bit more high ground near choke on mid.

Download: http://tf2maps.net/downloads/propaganda.1927/download?version=13754
Screenshots: https://imgur.com/a/4x1ZN

b4 update:
Made the width of mid smaller by about 150 hammer units.
Added a bit more high ground near choke on mid.

[b]Download:[/b] http://tf2maps.net/downloads/propaganda.1927/download?version=13754
[b]Screenshots:[/b] https://imgur.com/a/4x1ZN
46
#46
6 Frags +

b5b update:
The return!
After 7 months of waiting, the map...
Looks better!
Plays better!
Other stuff or something!

But seriously,
Removed the shutter on last.
Removed dropdown from porch.
Detailing.
Removed one of the doors from the cave.
Finally took out the pit (You're welcome competitive community.)
Clipped tree and removed other hiding spots.
Widened staircase on 2nd.

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=16998
Screenshots: https://imgur.com/a/Bmcxdss

b5b update:
The return!
After 7 months of waiting, the map...
Looks better!
Plays better!
Other stuff or something!

But seriously,
Removed the shutter on last.
Removed dropdown from porch.
Detailing.
Removed one of the doors from the cave.
Finally took out the pit (You're welcome competitive community.)
Clipped tree and removed other hiding spots.
Widened staircase on 2nd.

[b]Download:[/b] https://tf2maps.net/downloads/propaganda.1927/download?version=16998
[b]Screenshots:[/b] https://imgur.com/a/Bmcxdss
47
#47
6 Frags +

map is so gorgeous and really fun to play, map will only improve from here Quantum is a great developer and really receptive to feedback!

map is so gorgeous and really fun to play, map will only improve from here Quantum is a great developer and really receptive to feedback!
48
#48
5 Frags +

b5c update:
Added small healthkit near choke.
Fixed little bridge over 2nd point.
Revised choke going into last a bit.
Fixed clipping issues near shutter.

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=17006
Screenshots: https://imgur.com/a/Bmcxdss (Same album as last update, because I'm lazy)

b5c update:
Added small healthkit near choke.
Fixed little bridge over 2nd point.
Revised choke going into last a bit.
Fixed clipping issues near shutter.

[b]Download:[/b] https://tf2maps.net/downloads/propaganda.1927/download?version=17006
[b]Screenshots:[/b] https://imgur.com/a/Bmcxdss (Same album as last update, because I'm lazy)
49
#49
8 Frags +

b6 update:
Fixed being able to stand on top of the bridge of the choke going into last.

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=17010
Screenshots: https://imgur.com/a/Bmcxdss (Same album as last update, because I'm lazy, again.)

Shout out to lucrative for helping get people together to test these, he's been super helpful.

b6 update:
Fixed being able to stand on top of the bridge of the choke going into last.

[b]Download:[/b] https://tf2maps.net/downloads/propaganda.1927/download?version=17010
[b]Screenshots:[/b] https://imgur.com/a/Bmcxdss (Same album as last update, because I'm lazy, again.)

Shout out to lucrative for helping get people together to test these, he's been super helpful.
50
#50
7 Frags +

from last night's new map showcase, this seemed like a favorite to replace a map from the current esea map pool from the discussion that happened after the matches were over, so it interested me to dl the map and give it a run with what it seemed to be the fastest rollouts for middle
prob some of these were already discovered by the ones that played or watched the streams last night but hopefully it helps somebody, sorry if i got anything wrong

https://www.youtube.com/watch?v=2_2wmB_zdtM

from last night's new map showcase, this seemed like a favorite to replace a map from the current esea map pool from the discussion that happened after the matches were over, so it interested me to dl the map and give it a run with what it seemed to be the fastest rollouts for middle
prob some of these were already discovered by the ones that played or watched the streams last night but hopefully it helps somebody, sorry if i got anything wrong
[youtube]https://www.youtube.com/watch?v=2_2wmB_zdtM[/youtube]
51
#51
3 Frags +
smesifrom last night's new map showcase, this seemed like a favorite to replace a map from the current esea map pool from the discussion that happened after the matches were over, so it interested me to dl the map and give it a run with what it seemed to be the fastest rollouts for middle
prob some of these were already discovered by the ones that played or watched the streams last night but hopefully it helps somebody, sorry if i got anything wrong
https://www.youtube.com/watch?v=2_2wmB_zdtM

These are interesting, but you have to keep in mind the majority of your team and the medic spawn on the left so for demos and roamers if you roll out on the lower or top right door you will have way less buff to work with, also since you spawn on the left I’m pretty sure it’s actually faster to rollout far left

[quote=smesi]from last night's new map showcase, this seemed like a favorite to replace a map from the current esea map pool from the discussion that happened after the matches were over, so it interested me to dl the map and give it a run with what it seemed to be the fastest rollouts for middle
prob some of these were already discovered by the ones that played or watched the streams last night but hopefully it helps somebody, sorry if i got anything wrong
[youtube]https://www.youtube.com/watch?v=2_2wmB_zdtM[/youtube][/quote]

These are interesting, but you have to keep in mind the majority of your team and the medic spawn on the left so for demos and roamers if you roll out on the lower or top right door you will have way less buff to work with, also since you spawn on the left I’m pretty sure it’s actually faster to rollout far left
52
#52
3 Frags +

such a beautiful map

such a beautiful map
53
#53
7 Frags +

b8 update:
Moved spawn on mid back a bit.
Fixed some splash areas on mid and in the garage.
Removed the third spawn on last and replaced it with a little room thing.
Added new platform on mid right outside of shutter so you can take high ground immediately.

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=17083
Screenshots: https://imgur.com/a/epOxhQf

Thanks for all the feedback from the invite community! You guys have really stepped up your game on feedback for custom maps and it's a really good look for others in the mapping community. :)

b8 update:
Moved spawn on mid back a bit.
Fixed some splash areas on mid and in the garage.
Removed the third spawn on last and replaced it with a little room thing.
Added new platform on mid right outside of shutter so you can take high ground immediately.

[b]Download:[/b] https://tf2maps.net/downloads/propaganda.1927/download?version=17083
[b]Screenshots:[/b] https://imgur.com/a/epOxhQf

Thanks for all the feedback from the invite community! You guys have really stepped up your game on feedback for custom maps and it's a really good look for others in the mapping community. :)
54
#54
4 Frags +

congrats on an incredible map and all your hard work :)

congrats on an incredible map and all your hard work :)
55
#55
7 Frags +

Thanks a lot, my man. I really appreciate all the support you guys have given me recently. The map kind of sat in an awkward limbo for seven months and its super cool to see it make such a huge comeback.

Thanks a lot, my man. I really appreciate all the support you guys have given me recently. The map kind of sat in an awkward limbo for seven months and its super cool to see it make such a huge comeback.
56
#56
6 Frags +

b9 update:
added a 3d skybox
added soundscapes for ambient noise
adjusted bush on second to fix weird sightline

Download: https://tf2maps.net/downloads/propaganda.1927/download?version=17111
Screenshots: https://imgur.com/a/UTpYb3j

b9 update:
added a 3d skybox
added soundscapes for ambient noise
adjusted bush on second to fix weird sightline

[b]Download:[/b] https://tf2maps.net/downloads/propaganda.1927/download?version=17111
[b]Screenshots:[/b] https://imgur.com/a/UTpYb3j
57
#57
3 Frags +

Congratulations QuantumBarber, and I really like the Boulangerie panels on mid =)

Congratulations QuantumBarber, and I really like the Boulangerie panels on mid =)
58
#58
3 Frags +

I appreciate it Twiggy. Thanks for the early support, my man.

On a side note, I posted the map to the workshop.
https://steamcommunity.com/sharedfiles/filedetails/?id=1603743849
Feel free to upvote it. :^)

I appreciate it Twiggy. Thanks for the early support, my man.

On a side note, I posted the map to the workshop.
https://steamcommunity.com/sharedfiles/filedetails/?id=1603743849
Feel free to upvote it. :^)
59
#59
2 Frags +

Was it your first map project? How much time do you think you spent on this one?

Was it your first map project? How much time do you think you spent on this one?
60
#60
4 Frags +

Oh, man. You don't even want to see my first map. I spent forever learning and making it and it was the worst thing ever. huge and over scaled koth_tikal. I have a new revamped and properly scaled version of this map on my pc if people want me to post it, but I can almost guarantee it wouldn't work for 6s. Might work in HL though.

I don't even know how to start calculating how much time I've spent on propaganda though. The first version was posted to tf2maps on July 23rd of 2016 It honestly feels like Ive been working on it even longer than that. And boy was a1 rough lmao (To be fair it was made within 72hrs for one of the tf2maps jams.)

Also, I'm going to plug my ultiduo map because I can. https://www.teamfortress.tv/46331/ultiduo-ladder

Oh, man. You don't even want to see my first map. I spent forever learning and making it and it was the worst thing ever. huge and over scaled [url=https://imgur.com/a/cjVCogG]koth_tikal. [/url] I have a new revamped and properly scaled version of this map on my pc if people want me to post it, but I can almost guarantee it wouldn't work for 6s. Might work in HL though.

I don't even know how to start calculating how much time I've spent on propaganda though. The first version was posted to tf2maps on [url=https://i.imgur.com/n9D5HcE.png]July 23rd of 2016[/url] It honestly feels like Ive been working on it even longer than that. And [url=https://i.imgur.com/sImNDZd.jpg]boy[/url] was a1 [url=https://i.imgur.com/fjw2gHT.jpg]rough[/url] [url=https://i.imgur.com/bZaSaYb.jpg]lmao[/url] (To be fair it was made within 72hrs for one of the tf2maps jams.)

Also, I'm going to plug my ultiduo map because I can. https://www.teamfortress.tv/46331/ultiduo-ladder
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