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cp_utopia
1
#1
0 Frags +

Hello there. This is my new map. It is my way to reimagine badlands and streamline it. A lot has changed, many changes experimental, and the map will likely change a lot after this point. I appreciate all feedback.

At this stage, the map may be very buggy, particularly the optimization and lighting.

Current version: a4

Screenshots

Download (Dropbox)

Workshop

Rollouts:

Show Content

If you would like to help with anything it would be helpful. Optimization and the aesthetic aspects (like theme and architecture) are my weak points in hammer. Comment on my profile and add me if you're interested.

a1 a2 a3

Hello there. This is my new map. It is my way to reimagine badlands and streamline it. A lot has changed, many changes experimental, and the map will likely change a lot after this point. I appreciate all feedback.

At this stage, the map may be very buggy, particularly the optimization and lighting.

[b]Current version: a4[/b]

[b][url=https://imgur.com/a/JTdzinj]Screenshots[/url][/b]

[b][url=https://www.dropbox.com/s/ogsxzoc3udeac3k/cp_utopia_a4.zip?dl=0]Download[/url][/b] (Dropbox)

[b][url=https://steamcommunity.com/sharedfiles/filedetails/?id=1821028386]Workshop[/url][/b]

[b]Rollouts:[/b]
[spoiler][youtube]https://www.youtube.com/watch?v=f3-pVqn4Q0w[/youtube][/spoiler]

If you would like to help with anything it would be helpful. Optimization and the aesthetic aspects (like theme and architecture) are my weak points in hammer. Comment on my profile and add me if you're interested.

[url=https://www.dropbox.com/s/7pc9io8zga85uex/cp_utopia_a1.zip?dl=0]a1[/url] [url=https://www.dropbox.com/s/f6l61n4lmn6ju8x/cp_utopia_a2.zip?dl=0]a2[/url] [url=https://www.dropbox.com/s/5jvjsfnvtdjng0i/cp_utopia_a3.zip?dl=0]a3[/url]
2
#2
7 Frags +

fix the broken cp icons

fix the broken cp icons
3
#3
6 Frags +
junnufix the broken cp icons

Fuck I forgot to remove my hud again

[quote=junnu]fix the broken cp icons[/quote]
Fuck I forgot to remove my hud again
4
#4
29 Frags +

call it cp_goodlands

call it cp_goodlands
5
#5
0 Frags +

I like the no glass in the lower part (still glass in the upper part ) of the ring on badlands last because I think it makes it slightly easier to block against that really fast cap time.

I assume it would be similar here.

I like the no glass in the lower part (still glass in the upper part ) of the ring on badlands last because I think it makes it slightly easier to block against that really fast cap time.

I assume it would be similar here.
6
#6
-3 Frags +

How will mge lords survive without the spire?

How will mge lords survive without the spire?
7
#7
12 Frags +

this is a really fun jump map

i kinda miss blands aesthetic. totally subjective but i dont want another map that looks like process sunshine product

this is a really fun jump map

i kinda miss blands aesthetic. totally subjective but i dont want another map that looks like process sunshine product
8
#8
1 Frags +
gemmcall it cp_goodlands

I eventually decided against it, but yes it was considered. I didn't want to tie myself too close to badlands though which is why I ended up not using it.

SpadeAUSHow will mge lords survive without the spire?

fuck'em o_o

StylaxI like the no glass in the lower part (still glass in the upper part ) of the ring on badlands last because I think it makes it slightly easier to block against that really fast cap time.

I assume it would be similar here.

Cap time is 2 sec atm. I got told a last this open should probably have larger cap zone. Both size and cap time may change. And also, I want to see how this plays out.

Menachemthis is a really fun jump map

There's some new jumps and rollouts possible. See if ya cand find'em!

Menachemi kinda miss blands aesthetic. totally subjective but i dont want another map that looks like process sunshine product

I mean, the main thing those maps have in common as far as theme goes is the grass color and light colors. The buildings and detailing are entirely different.

[quote=gemm]call it cp_goodlands[/quote]
I eventually decided against it, but yes it was considered. I didn't want to tie myself too close to badlands though which is why I ended up not using it.

[quote=SpadeAUS]How will mge lords survive without the spire?[/quote]
fuck'em o_o

[quote=Stylax]I like the no glass in the lower part (still glass in the upper part ) of the ring on badlands last because I think it makes it slightly easier to block against that really fast cap time.

I assume it would be similar here.[/quote]
Cap time is 2 sec atm. I got told a last this open should probably have larger cap zone. Both size and cap time may change. And also, I want to see how this plays out.

[quote=Menachem]this is a really fun jump map[/quote]
There's some new jumps and rollouts possible. See if ya cand find'em!
[quote=Menachem]i kinda miss blands aesthetic. totally subjective but i dont want another map that looks like process sunshine product[/quote]
I mean, the main thing those maps have in common as far as theme goes is the grass color and light colors. The buildings and detailing are entirely different.
9
#9
6 Frags +

Did some quick rollouts. https://www.youtube.com/watch?v=f3-pVqn4Q0w

Time for me to take a break now lmao -__-

Did some quick rollouts. https://www.youtube.com/watch?v=f3-pVqn4Q0w

Time for me to take a break now lmao -__-
10
#10
0 Frags +

I like where this is going

I like where this is going
11
#11
1 Frags +

the amount of lamps on last/5

the amount of lamps on last/5
12
#12
0 Frags +
BitCometthe amount of lamps on last/5

Only this version I pwomise

[quote=BitComet]the amount of lamps on last/5[/quote]

Only this version I pwomise
13
#13
19 Frags +

now muma will be able to rollout

now muma will be able to rollout
14
#14
-1 Frags +

Badlands without horrific rollout paths? Yes please

Badlands without horrific rollout paths? Yes please
15
#15
2 Frags +

Version a2 is out!

(Dropbox) Download: https://www.dropbox.com/s/f6l61n4lmn6ju8x/cp_utopia_a2.zip?dl=0

cp_utopia_a1 -> cp_utopia_a2

LAST:
- Added skylights on last to allow for more light with fewer lamps. It also adds some potential for vertical movement.

SECOND:
- Added a lot of buildings to make it feel less like badlands and also allow for some rocket jumps off their walls. Stay tuned, I want to do more of this stuff.
- Raised the fence on spire to add some slight protection for sticky spam from the bridge. It's not as effective now.
- Added a tire for additional jumping options for scouts without winger.
- Raised the fence on balcony to prevent snipers from jumping on top of it.

MIDDLE:
- Added two small ammo packs on the bridge, which I mistakenly forgot to add on a1.
- Added two small health kits under the bridge.

BALANCE:
- Cap time for last is reduced to 1.5 seconds.

BUG FIX:
- Removed my HUD when I compiled the map this time :)

Screenshots

And while we're on the topic, would anyone like to try it out in a mix?

[h]Version a2 is out![/h]

(Dropbox) Download: https://www.dropbox.com/s/f6l61n4lmn6ju8x/cp_utopia_a2.zip?dl=0

[b]cp_utopia_a1 -> cp_utopia_a2[/b]

[b]LAST:[/b]
- Added skylights on last to allow for more light with fewer lamps. It also adds some potential for vertical movement.

[b]SECOND:[/b]
- Added a lot of buildings to make it feel less like badlands and also allow for some rocket jumps off their walls. Stay tuned, I want to do more of this stuff.
- Raised the fence on spire to add some slight protection for sticky spam from the bridge. It's not as effective now.
- Added a tire for additional jumping options for scouts without winger.
- Raised the fence on balcony to prevent snipers from jumping on top of it.

[b]MIDDLE:[/b]
- Added two small ammo packs on the bridge, which I mistakenly forgot to add on a1.
- Added two small health kits under the bridge.

[b]BALANCE:[/b]
- Cap time for last is reduced to 1.5 seconds.

[b]BUG FIX:[/b]
- Removed my HUD when I compiled the map this time :)

[url=https://imgur.com/a/X5NUJlk]Screenshots[/url]

And while we're on the topic, would anyone like to try it out in a mix?
16
#16
10 Frags +

screens are from a1

last looks pretty nice but lobby looks really awkward

unlike badlands it doesn't really look like you'll be able forward hold in any way not that you really should but it also doesn't look like you can hold lobby in any situation which seems out of place compared to most standard maps

gully lobby demo can hold shutters with a +1 maybe even and rest of team can hold upper
badlands demo can hold shutters while soldiers cover left/right bats
sunshine demo can cover bats/shutter while combo goes bottom left and flank goes dungeon
snake soldier and scout can cover lower while rest of team is upper
metal 2 guys can cover shutter rest of team on the otherside
granary and process don't really have standard lobby areas in that there isn't an area that the whole team is forced to go through from last to second

but pretty much pushing out of last into second on every map with a lobby, the whole team will get into the lobby and then get into second

https://imgur.com/iF3CUxp.jpg

right wall is what is making controlling lower lobby from upper really awkward (how far it reaches in from the right if you pushed the wall and the staircase over the right a bit it'd probably be better (or more badlandsesque i guess honestly) that whole situation there seems really awkward for demos, there doesn't really seem to be any easy to cover areas for that class at the moment. You may want to make some more radical changes to lobby because there's still a lot of doors to cover which was one of badlands biggest issues with pushing out (the other being spawn times)

https://imgur.com/epNzs1d.jpg

possible sight line issue here if you move that wall as the wall on bats is pretty low and you might be able to see onto the second point not sure though

https://imgur.com/QWrOIYf.jpg

obviously this is an alpha map but there's 2 things here it looks like you can stand on but you can't (on bats and above trash door) but this sniper sightline into lobby is also pretty crazy and if it's gonna exist anyway you might as well move the trash door to the left a bit so you can actually cover it from upper lobby without exposing yourself

https://imgur.com/1lVmq9F.jpg

sniper from double forward is still stupid broken and honestly due to the nature of the map you could probably keep the forwards in the same spot for both points with different spawn times. I can't really think of a better a better place to put the spawn maybe in valley ? choke seems like equidistant to current forwards anyway but i guess it's a much better position to be able to set up into mid anyway

https://imgur.com/IWpwFHR.jpg

maybe move the spawn doors back a bit you can still spam bottom left from spawn though maybe this is intentional

at the moment it actually might be harder to push out of this last than badlands but the last is so much better than you can make the spawn times not awful for the defenders (gullywash is probably a good starting point) because there are actually ways to sack/push last that don't involve point gimmicks

also on 2nd i think you should remove the ramp from launchpad to the point, part of what made badlands spire so interesting was that you had to clear the area and lock it down before your medic could take the strongest position. Even process spire isn't nearly as free current situation seems like 2nd would be hard to hold/fight if you can't lock down the choke

screens are from a1

last looks pretty nice but lobby looks really awkward

unlike badlands it doesn't really look like you'll be able forward hold in any way not that you really should but it also doesn't look like you can hold lobby in any situation which seems out of place compared to most standard maps

gully lobby demo can hold shutters with a +1 maybe even and rest of team can hold upper
badlands demo can hold shutters while soldiers cover left/right bats
sunshine demo can cover bats/shutter while combo goes bottom left and flank goes dungeon
snake soldier and scout can cover lower while rest of team is upper
metal 2 guys can cover shutter rest of team on the otherside
granary and process don't really have standard lobby areas in that there isn't an area that the whole team is forced to go through from last to second

but pretty much pushing out of last into second on every map with a lobby, the whole team will get into the lobby and then get into second
[img]https://imgur.com/iF3CUxp.jpg[/img]
right wall is what is making controlling lower lobby from upper really awkward (how far it reaches in from the right if you pushed the wall and the staircase over the right a bit it'd probably be better (or more badlandsesque i guess honestly) that whole situation there seems really awkward for demos, there doesn't really seem to be any easy to cover areas for that class at the moment. You may want to make some more radical changes to lobby because there's still a lot of doors to cover which was one of badlands biggest issues with pushing out (the other being spawn times)
[img]https://imgur.com/epNzs1d.jpg[/img]
possible sight line issue here if you move that wall as the wall on bats is pretty low and you might be able to see onto the second point not sure though
[img]https://imgur.com/QWrOIYf.jpg[/img]
obviously this is an alpha map but there's 2 things here it looks like you can stand on but you can't (on bats and above trash door) but this sniper sightline into lobby is also pretty crazy and if it's gonna exist anyway you might as well move the trash door to the left a bit so you can actually cover it from upper lobby without exposing yourself
[img]https://imgur.com/1lVmq9F.jpg[/img]
sniper from double forward is still stupid broken and honestly due to the nature of the map you could probably keep the forwards in the same spot for both points with different spawn times. I can't really think of a better a better place to put the spawn maybe in valley ? choke seems like equidistant to current forwards anyway but i guess it's a much better position to be able to set up into mid anyway
[img]https://imgur.com/IWpwFHR.jpg[/img]
maybe move the spawn doors back a bit you can still spam bottom left from spawn though maybe this is intentional

at the moment it actually might be harder to push out of this last than badlands but the last is so much better than you can make the spawn times not awful for the defenders (gullywash is probably a good starting point) because there are actually ways to sack/push last that don't involve point gimmicks

also on 2nd i think you should remove the ramp from launchpad to the point, part of what made badlands spire so interesting was that you had to clear the area and lock it down before your medic could take the strongest position. Even process spire isn't nearly as free current situation seems like 2nd would be hard to hold/fight if you can't lock down the choke
17
#17
4 Frags +
botmodestuff

thanks for the feedback, i'll look into everything in more detail soon.

you raised some good points, especially regarding the lobby.

[quote=botmode]stuff[/quote]
thanks for the feedback, i'll look into everything in more detail soon.

you raised some good points, especially regarding the lobby.
18
#18
2 Frags +

Version a3 is out!

(Dropbox) Download: https://www.dropbox.com/s/5jvjsfnvtdjng0i/cp_utopia_a3.zip?dl=0

cp_utopia_a2 -> cp_utopia_a3

LAST:
- Changed the appearance of the skylights
- Changed the location and shape of the point. It’s also elevated 48 units.

LOBBY:
- Removed the new entrance to balcony entirely!
- The graybridge shutter door is connected to top lobby with stairs. It’s also a bit smaller, though could be made larger again if needed.
- Reduced the size of lobby as a consequence.
- Added geometry in lobby to prevent snipers from peaking into main the entire way.
- Trash door slightly smaller to prevent snipers from peaking into main the entire way.
Lobby got a major rework! It should now be easier to hold. Demo can watch lower left & shutter. Not overjoyed about the solution for shutter but I think it could work. Theoretically I could make it larger as well but for now this is the size.
- Added a small stairwell where the forward spawn used to be. Medics can now get into top lobby from resup. This change is experimental and I’m looking for feedback on it.

SECOND:
- Added a container in trash to make a small nerd to the sniper sightline. This will force you to commit a tiny bit more.
- Removed the walkway to spire from cliff.
- The path to valley starts out a teenie tiny bit lower and the window was extended down to block sniper sightlines from the new forward; this change won’t be noticable really.

VALLEY:
- Moved the forward spawn to a new location.
- Moved health and ammo.

MIDDLE:
- Moved the forward spawn to the same location as the previous valley spawn

BALANCE:
- Adjusted spawn modifiers to compensate for the forward spawns (nothing drastic).

HOUSE:
- Added a barrel in house.
- Changed the 2nd entrance from house balcony into a window again.
- Added two small crates to allow most? Classes to jump into window.
The height of the trim is 80 units so snipers shouldn’t be able to hit you if you’re not jumping. Hopefully snipers would at least need to commit a little, while sollies/demos can still jump in through it and shoot stickies out of it.

Screenshots

EDIT: THere is now a tf2maps post and the workshop has been updated!

[h]Version a3 is out![/h]

(Dropbox) Download: https://www.dropbox.com/s/5jvjsfnvtdjng0i/cp_utopia_a3.zip?dl=0

[b]cp_utopia_a2 -> cp_utopia_a3[/b]

[b]LAST:[/b]
- Changed the appearance of the skylights
- Changed the location and shape of the point. It’s also elevated 48 units.

[b]LOBBY:[/b]
- Removed the new entrance to balcony entirely!
- The graybridge shutter door is connected to top lobby with stairs. It’s also a bit smaller, though could be made larger again if needed.
- Reduced the size of lobby as a consequence.
- Added geometry in lobby to prevent snipers from peaking into main the entire way.
- Trash door slightly smaller to prevent snipers from peaking into main the entire way.
[i]Lobby got a major rework! It should now be easier to hold. Demo can watch lower left & shutter. Not overjoyed about the solution for shutter but I think it could work. Theoretically I could make it larger as well but for now this is the size.[/i]
- Added a small stairwell where the forward spawn used to be. Medics can now get into top lobby from resup. This change is experimental and I’m looking for feedback on it.

[b]SECOND:[/b]
- Added a container in trash to make a small nerd to the sniper sightline. This will force you to commit a tiny bit more.
- Removed the walkway to spire from cliff.
- The path to valley starts out a teenie tiny bit lower and the window was extended down to block sniper sightlines from the new forward; this change won’t be noticable really.

[b]VALLEY:[/b]
- Moved the forward spawn to a new location.
- Moved health and ammo.

[b]MIDDLE:[/b]
- Moved the forward spawn to the same location as the previous valley spawn

[b]BALANCE:[/b]
- Adjusted spawn modifiers to compensate for the forward spawns (nothing drastic).

[b]HOUSE:[/b]
- Added a barrel in house.
- Changed the 2nd entrance from house balcony into a window again.
- Added two small crates to allow most? Classes to jump into window.
[i]The height of the trim is 80 units so snipers shouldn’t be able to hit you if you’re not jumping. Hopefully snipers would at least need to commit a little, while sollies/demos can still jump in through it and shoot stickies out of it.[/i]

[url=https://imgur.com/a/JTdzinj]Screenshots[/url]

EDIT: THere is now a tf2maps post and the workshop has been updated!
19
#19
-3 Frags +

I'm a bit confused by the purpose of this map. Is it its own map that's simply badlands inspired or is it trying to be a better version of badlands? If it's its own map then you've gone too far, it's basically plagiarized. It feels and looks pretty much the same just with different terrain in some areas. If it's a better badlands, then why was this made? cp_prolands already exists which you're developing, right?

As for feedback:

- I don't think it's a good idea to be able to shoot the point from the defender's spawn so easily. Old badlands had the dome around it so you had to walk out a bit further but here you could just jiggle peak from spawn as a soldier or demo and shoot point for free, and since banny binds exists you're probably not dying. There aren't any lasts in the map pool where you can do this so I'm not sure why it's being done here.

https://steamuserimages-a.akamaihd.net/ugc/784125475678971489/CF04986AB6F854D0C613E50C0ADDD1CF0F12C4B7/

- This wall seems like it'll make it too easy to push into mid from choke. You can jump from the ground then off the blue square part and go fairly high and fairly far allowing you to make a ton of space for your team. Badlands this isn't possible cause the walls aren't high enough

https://steamuserimages-a.akamaihd.net/ugc/784125475678971624/98E9068DD74A3A09B42133B604D1891FE83BD54B/

- Same thing for this wall, jumping off the ground then off the left allows you to go high and far, you can land on bats, trash, on top of spire and nobody can deny you.

https://steamuserimages-a.akamaihd.net/ugc/784125475678971719/D0E4E75EF0025EB0AD4F2D05F461A84AF7AE77E0/

I'm a bit confused by the purpose of this map. Is it its own map that's simply badlands inspired or is it trying to be a better version of badlands? If it's its own map then you've gone too far, it's basically plagiarized. It feels and looks pretty much the same just with different terrain in some areas. If it's a better badlands, then why was this made? cp_prolands already exists which you're developing, right?

As for feedback:

- I don't think it's a good idea to be able to shoot the point from the defender's spawn so easily. Old badlands had the dome around it so you had to walk out a bit further but here you could just jiggle peak from spawn as a soldier or demo and shoot point for free, and since banny binds exists you're probably not dying. There aren't any lasts in the map pool where you can do this so I'm not sure why it's being done here.
[img]https://steamuserimages-a.akamaihd.net/ugc/784125475678971489/CF04986AB6F854D0C613E50C0ADDD1CF0F12C4B7/[/img]

- This wall seems like it'll make it too easy to push into mid from choke. You can jump from the ground then off the blue square part and go fairly high and fairly far allowing you to make a ton of space for your team. Badlands this isn't possible cause the walls aren't high enough

[img]https://steamuserimages-a.akamaihd.net/ugc/784125475678971624/98E9068DD74A3A09B42133B604D1891FE83BD54B/[/img]

- Same thing for this wall, jumping off the ground then off the left allows you to go high and far, you can land on bats, trash, on top of spire and nobody can deny you.

[img]https://steamuserimages-a.akamaihd.net/ugc/784125475678971719/D0E4E75EF0025EB0AD4F2D05F461A84AF7AE77E0/[/img]
20
#20
3 Frags +
Phantom

thanks for taking a look at it! as for the purpose, I shall quote the OP; "It is my way to reimagine badlands and streamline it." It goes way beyond prolands in its efforts. A lot of basic geometry is very similar. I don't think it would be plagiarizing because I openly admit to using badlands geometry and concepts as a canvas. I'm not trying to pass it off as entirely my own thing.

As for the walls; Yes, I wanted to find out how this would work out in practice, not just theory!

You raised a good point about the last cap, which I partially disagree with. 1. Spawn doors are changed to be further back (and could be changed even more and 2. a "fast" cap time wouldn't leave the defending team entirely hopeless.

[quote=Phantom][/quote] thanks for taking a look at it! as for the purpose, I shall quote the OP; "It is my way to reimagine badlands and streamline it." It goes way beyond prolands in its efforts. A lot of basic geometry is very similar. I don't think it would be plagiarizing because I openly admit to using badlands geometry and concepts as a canvas. I'm not trying to pass it off as entirely my own thing.

As for the walls; Yes, I wanted to find out how this would work out in practice, not just theory!

You raised a good point about the last cap, which I partially disagree with. 1. Spawn doors are changed to be further back (and could be changed even more and 2. a "fast" cap time wouldn't leave the defending team entirely hopeless.
21
#21
7 Frags +

Hi fellow games! Im gonna attempt to get a dmix going later today. (~~18 CET) Hmu if interested!

EDIT: Tests conducted, Feedback Recieved,

Hi fellow games! Im gonna attempt to get a dmix going later today. (~~18 CET) Hmu if interested!

EDIT: Tests conducted, Feedback Recieved,
22
#22
1 Frags +

fun map less painful to play than badlands
hopefully we see it played in leagues

fun map less painful to play than badlands
hopefully we see it played in leagues
23
#23
5 Frags +

Version a4 is out!

(Dropbox) Download: https://www.dropbox.com/s/ogsxzoc3udeac3k/cp_utopia_a4.zip?dl=0

cp_utopia_a3 -> cp_utopia_a4

LOBBY:
- Moved back the new staircase a bit. I wanted to make it less common to bump your head as you walk down it.

SECOND:
- Added geometry in choke to block ridiculously high bombs. I can lower it further if needed.
- Added a ledge next to graybridge. I just thought it would be neat.

VALLEY:
- Removed the new route because it sucked horribly.
- A new thing is there! Exciting!

MIDDLE:
- Made the upper shithouse exit a tiny bit smaller, & added a glass window. This was done to nerf roamers from pushing through there for free. I didn’t know how to tackle the issue in any other way, though this window is very much subject to change. Ideas, please!
- Rearranged the ""cars"" on mid.

BALANCE:
- Spire cap time: 7 -> 9 seconds. Because spire is more accessible than it is on prolands, it can no longer sport the same cap time.

No screens as the changes are tiny.

I suck at detailing maps, in case YOU would want to help, HMU!

[h]Version a4 is out![/h]

(Dropbox) Download: https://www.dropbox.com/s/ogsxzoc3udeac3k/cp_utopia_a4.zip?dl=0

[b]cp_utopia_a3 -> cp_utopia_a4[/b]

[b]LOBBY:[/b]
- Moved back the new staircase a bit. I wanted to make it less common to bump your head as you walk down it.

[b]SECOND:[/b]
- Added geometry in choke to block ridiculously high bombs. I can lower it further if needed.
- Added a ledge next to graybridge. I just thought it would be neat.

[b]VALLEY:[/b]
- Removed the new route because it sucked horribly.
- A new thing is there! Exciting!

[b]MIDDLE:[/b]
- Made the upper shithouse exit a tiny bit smaller, & added a glass window. This was done to nerf roamers from pushing through there for free. I didn’t know how to tackle the issue in any other way, though this window is very much subject to change. Ideas, please!
- Rearranged the ""cars"" on mid.

[b]BALANCE:[/b]
- Spire cap time: 7 -> 9 seconds. Because spire is more accessible than it is on prolands, it can no longer sport the same cap time.

No screens as the changes are tiny.

I suck at detailing maps, in case YOU would want to help, HMU!
24
#24
3 Frags +
gemmcall it cp_goodlands

And use the desert theming (or swamp) please. I am SOOOOOOOOOOO sick of the green one that is being used on basically everything now.

[quote=gemm]call it cp_goodlands[/quote]
And use the desert theming (or swamp) please. I am SOOOOOOOOOOO sick of the green one that is being used on basically everything now.
25
#25
1 Frags +

after playing this map in pugs there are a few things that i noticed while playing. the spawns when you have spire arent noticeably fast, it makes it almost impossible to fight spire b/c it is now easier to get onto spire. maybe if there was a 2nd door that open up in the forward spawn that was facing the point, like on the right side of the spawn room. but that was be an awful sniper sight line so idk, it would have to force close.

The entrance from grey bridge should be reworked or removed, the only time it was used was for rollouts. We always entered lobby from either trash or, since climbing spire is now easier, just jumping from there to bats.

The last point is much better, but since you made the door bigger, an uber advantage push from lower left is way to strong. The door is so close to the point and the point caps so fast it makes it really hard to defend. Moving the door further from the point could help so that you have to run futher, getting forced earlier or having the door face the spawn room so its not as easy to enter.

Last is the mid point. With your bigger hoodoos on slope that arent props, which i love dont get me wrong, i feel as tho you only need 1 hoodoo to accomplish the same effect as the 2 hoodoos on old badlands. the 2 hoodoos make the slope area way too cluttered and with faster soldier rollouts and bigger jumps it makes it so hard to climb up as medic.
The mini health packs under the point are directly in an area the people fight in. I feel like moving those mini packs to the shit house area would make people want to push that side more and make people have to disengage to go get health, instead of just getting the pack during a fight.

Theres also just some whack geometry under diag bridge by forwards that could honestly just be a slope imho. Over all, ive neveer been someone who enjoyed badlands, but i like the new ideas and that youre not trying to fix badlands, youre just making a new one. Looks interesting and i hope you keep working on it!

after playing this map in pugs there are a few things that i noticed while playing. the spawns when you have spire arent noticeably fast, it makes it almost impossible to fight spire b/c it is now easier to get onto spire. maybe if there was a 2nd door that open up in the forward spawn that was facing the point, like on the right side of the spawn room. but that was be an awful sniper sight line so idk, it would have to force close.

The entrance from grey bridge should be reworked or removed, the only time it was used was for rollouts. We always entered lobby from either trash or, since climbing spire is now easier, just jumping from there to bats.

The last point is much better, but since you made the door bigger, an uber advantage push from lower left is way to strong. The door is so close to the point and the point caps so fast it makes it really hard to defend. Moving the door further from the point could help so that you have to run futher, getting forced earlier or having the door face the spawn room so its not as easy to enter.

Last is the mid point. With your bigger hoodoos on slope that arent props, which i love dont get me wrong, i feel as tho you only need 1 hoodoo to accomplish the same effect as the 2 hoodoos on old badlands. the 2 hoodoos make the slope area way too cluttered and with faster soldier rollouts and bigger jumps it makes it so hard to climb up as medic.
The mini health packs under the point are directly in an area the people fight in. I feel like moving those mini packs to the shit house area would make people want to push that side more and make people have to disengage to go get health, instead of just getting the pack during a fight.

Theres also just some whack geometry under diag bridge by forwards that could honestly just be a slope imho. Over all, ive neveer been someone who enjoyed badlands, but i like the new ideas and that youre not trying to fix badlands, youre just making a new one. Looks interesting and i hope you keep working on it!
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#26
0 Frags +
xattuu

Cheers for the feedback!

As for the changes that I will roll out to the next version (a5) it goes something like:
- Add a forward spawn somewhere in valley, in which the only exit is a dropdown. Probably not ideal but the best way I can think of to prevent stupidly overpowered sniper sightlines. At LEAST the sniper would have to commit their life to the sniping.
- Increase last cap time from 1.5 to 2 seconds.
- Reworking shutter door so that it leads to lobby, remove the stairs, and add a new set of stars to top lobby from lobby
- Rework spire geometry a bit so that it feels less random and more defined, like removing the pipe, smoothing out some shapes.
- Fixing displacements on slope and under bridge on mid to make walking up smoother & prevent surfs.
- Reworking the hoodoo geometry on mid to make walking up slope less cluttered. Perhaps along with some train/car rework.
- Shift bits of geometry around the map to make it feel less like stock badlands while maintaining the same gameplay as previous versions.

As for lower left on last, personally I'm not convinced it's too easy to push it, at least not if there's a 2 second last cap time. Soldier can sit insite the spawndoor and spam down there, and there should probably be a scout / offclass ready to help him in case anything happens too.

next update make tame serious time to do, but i aim to release it within 2 weeks

ScrewB

Personally I think it's unfair to claim the setting and theme of process, reckoner, sunshine, product are the same. In my eyes there are each very distinct from each other. The only commonality is that they have green grass really.

I don't really care much about theme but I'd say I don't like the badlands/gravelpit style of maps as much as some of the more clean looking. When I originally started with this project I had something similar to reckoner in mind but I really don't know, since I've never fully detailed a map. That being said if I find someone willing to help with detailing they would get creative control.

[quote=xattuu][/quote]
Cheers for the feedback!

As for the changes that I will roll out to the next version ([i]a5[/i]) it goes something like:
- Add a forward spawn somewhere in valley, in which the only exit is a dropdown. Probably not ideal but the best way I can think of to prevent stupidly overpowered sniper sightlines. At LEAST the sniper would have to commit their life to the sniping.
- Increase last cap time from 1.5 to 2 seconds.
- Reworking shutter door so that it leads to lobby, remove the stairs, and add a new set of stars to top lobby from lobby
- Rework spire geometry a bit so that it feels less random and more defined, like removing the pipe, smoothing out some shapes.
- Fixing displacements on slope and under bridge on mid to make walking up smoother & prevent surfs.
- Reworking the hoodoo geometry on mid to make walking up slope less cluttered. Perhaps along with some train/car rework.
- Shift bits of geometry around the map to make it feel less like stock badlands while maintaining the same gameplay as previous versions.

As for lower left on last, personally I'm not convinced it's too easy to push it, at least not if there's a 2 second last cap time. Soldier can sit insite the spawndoor and spam down there, and there should probably be a scout / offclass ready to help him in case anything happens too.

next update make tame serious time to do, but i aim to release it within 2 weeks
[quote=ScrewB][/quote]
Personally I think it's unfair to claim the setting and theme of process, reckoner, sunshine, product are the same. In my eyes there are each very distinct from each other. The only commonality is that they have green grass really.

I don't really care much about theme but I'd say I don't like the badlands/gravelpit style of maps as much as some of the more clean looking. When I originally started with this project I had something similar to reckoner in mind but I really don't know, since I've never fully detailed a map. That being said if I find someone willing to help with detailing they would get creative control.
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