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pl_cornwater (a competitive retheme of Badwater)
1
#1
ozfortress
0 Frags +

ABOUT
Alternate universe Badwater with competitive play and visual consistency at the forefront. Welcome to Sunny/Alpine Badwater now fondly known as Cornwater. As a person with Deuteranopia (red-green colour blindness), the original Badwater had terrible visibility for me, and the existing "Pro" orientated versions didn't do much to help. Alpine/Sunny I have always found the best visibility-wise, so I figured that Badwater could use a makeover. Enter Cornwater.

The majority of the map balancing and existing changes are competitively orientated, however, this should be a vastly better community server experience than stock Badwater.

This is my first published map, but I would like to thank the Refresh team, especially harris0n, xobile & JackyLegs for being absolute legends when I needed help figuring out Hammer and being super patient with the common first map mistakes, finding issues on the map and more. I would also like to thank fubar for his help earlier in the process and for his improved alpine/mining rocks, along with his amazing tool BSPReveal!

The intention of this map is to (hopefully) provide a good base that with the league and player feedback can be used to expand and improve upon Badwater further than what previous "Pro" iterations have. The aim for the gameplay changes already made is to be as minimal as possible and to only improve on what is already regarded as standard between the Badwater versions.

CHANGELOGS
Please see the TF2Maps.net page for the changelogs.

DOWNLOAD
B8C (Latest) - B8B - B8 - B8_PT - B7C_FIX - B7B - B7A - B7 - B6B - B6A - B6 - B5B - B5A - B5

TF2Maps
Steam Workshop

Support the Punchline Puffs unusual effect and get it in the game!
Punchline Puffs

[h]ABOUT[/h]
Alternate universe Badwater with competitive play and visual consistency at the forefront. Welcome to Sunny/Alpine Badwater now fondly known as Cornwater. As a person with Deuteranopia (red-green colour blindness), the original Badwater had terrible visibility for me, and the existing "Pro" orientated versions didn't do much to help. Alpine/Sunny I have always found the best visibility-wise, so I figured that Badwater could use a makeover. Enter Cornwater.

The majority of the map balancing and existing changes are competitively orientated, however, this should be a vastly better community server experience than stock Badwater.

This is my first published map, but I would like to thank the Refresh team, especially harris0n, xobile & JackyLegs for being absolute legends when I needed help figuring out Hammer and being super patient with the common first map mistakes, finding issues on the map and more. I would also like to thank fubar for his help earlier in the process and for his improved alpine/mining rocks, along with his amazing tool BSPReveal!

The intention of this map is to (hopefully) provide a good base that with the league and player feedback can be used to expand and improve upon Badwater further than what previous "Pro" iterations have. The aim for the gameplay changes already made is to be as minimal as possible and to only improve on what is already regarded as standard between the Badwater versions.

[h]CHANGELOGS[/h]
Please see the [url=https://tf2maps.net/downloads/cornwater.11600/]TF2Maps.net page[/url] for the changelogs.

[h]DOWNLOAD[/h]
[url=https://tf2maps.net/downloads/cornwater.11600/download]B8C (Latest)[/url] - [url=https://maps.ozfortress.com/maps/pl_cornwater_b8b.bsp]B8B[/url] - [url=https://maps.ozfortress.com/maps/pl_cornwater_b8.bsp]B8[/url] - [url=https://maps.ozfortress.com/maps/pl_cornwater_b8_pt.bsp]B8_PT[/url] - [url=https://fastdl.rsl.tf/maps/pl_cornwater_b7c_fix.bsp]B7C_FIX[/url] - [url=https://fastdl.rsl.tf/maps/pl_cornwater_b7b.bsp]B7B[/url] - [url=https://fastdl.rsl.tf/maps/pl_cornwater_b7a.bsp]B7A[/url] - [url=https://fastdl.rsl.tf/maps/pl_cornwater_b7.bsp]B7[/url] - [url=https://fastdl.rsl.tf/maps/pl_cornwater_b6b.bsp]B6B[/url] - [url=https://fastdl.rsl.tf/maps/pl_cornwater_b6a.bsp]B6A[/url] - [url=https://fastdl.rsl.tf/maps/pl_cornwater_b6.bsp]B6[/url] - [url=https://fastdl.rsl.tf/maps/pl_cornwater_b5b.bsp]B5B[/url] - [url=https://fastdl.rsl.tf/maps/pl_cornwater_b5a.bsp]B5A[/url] - [url=https://fastdl.rsl.tf/maps/pl_cornwater_b5.bsp]B5[/url]

[url=https://tf2maps.net/downloads/cornwater.11600/]TF2Maps[/url]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2563407582]Steam Workshop[/url]

Support the Punchline Puffs unusual effect and get it in the game!
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2570229617]Punchline Puffs[/url]
2
#2
4 Frags +

looks cool

looks cool
3
#3
ozfortress
1 Frags +

B5A released

  • Replaced railings map-wide to fix lighting issues.
  • Fixed lighting issues in tunnel.
  • Tunnel no longer has a full trim on the entry and exit.
  • Replaced red metal textures.
[b]B5A released[/b]
[list]
[*] Replaced railings map-wide to fix lighting issues.
[*] Fixed lighting issues in tunnel.
[*] Tunnel no longer has a full trim on the entry and exit.
[*] Replaced red metal textures.
[/list]
4
#4
34 Frags +

https://i.imgur.com/XqiZhSF.png

[img]https://i.imgur.com/XqiZhSF.png[/img]
5
#5
ozfortress
2 Frags +

B5B released

  • Fixed seam in displacements near setup shortcut
  • Ramp added on 3rd to replace unreliable displacements, should hopefully make surfing much more consistent
  • Fixed RED shutter onto tracks not closing when a player was standing underneath during capture
[b]B5B released[/b]
[list]
[*] Fixed seam in displacements near setup shortcut
[*] Ramp added on 3rd to replace unreliable displacements, should hopefully make surfing much more consistent
[*] Fixed RED shutter onto tracks not closing when a player was standing underneath during capture
[/list]
6
#6
2 Frags +

pl_kornwater

pl_kornwater
7
#7
0 Frags +

amazing retheme! such a nice vibe

amazing retheme! such a nice vibe
8
#8
0 Frags +

why is one of the resupply cabinets in the second blu spawn tilted and clipping into the wall

why is one of the resupply cabinets in the second blu spawn tilted and clipping into the wall
9
#9
0 Frags +

Looks amazing, i like the much better lighting as well as the cleanliness of it!

Looks amazing, i like the much better lighting as well as the cleanliness of it!
10
#10
ozfortress
2 Frags +
Tholewhy is one of the resupply cabinets in the second blu spawn tilted and clipping into the wall

It is actually a corner cabinet model, if you look from the top it's trimmed and not clipping :)

[quote=Thole]why is one of the resupply cabinets in the second blu spawn tilted and clipping into the wall[/quote]

It is actually a corner cabinet model, if you look from the top it's trimmed and not clipping :)
11
#11
ozfortress
3 Frags +

B6 released

  • Fixed numerous clipping and displacement issues
  • Changed metal shack in tires to RED industrial theme
  • Fixed texture misalignments
  • Fixed being able to build in spawns
[b]B6 released[/b]
[list]
[*] Fixed numerous clipping and displacement issues
[*] Changed metal shack in tires to RED industrial theme
[*] Fixed texture misalignments
[*] Fixed being able to build in spawns
[/list]
12
#12
1 Frags +

I like it. Idk about other leagues but if you pester etf2l admins you will get this in the next HL season or preseason cup.

I like it. Idk about other leagues but if you pester etf2l admins you will get this in the next HL season or preseason cup.
13
#13
-19 Frags +

That's a nice looking map. I could make a nav mesh for this map, after I finish the pl_snowycoast nav mesh I'm working on, if you need it.

That's a nice looking map. I could make a nav mesh for this map, after I finish the pl_snowycoast nav mesh I'm working on, if you need it.
14
#14
ozfortress
2 Frags +

B6A released

  • Fixed (hopefully) being able to place buildings inside the cart by having it roll back onto them
  • Updated and added some playerclips for better movement / to prevent infinite falling
  • Fixed being able to resupply bind from outside BLU's second forward spawn
  • Fixed exit sign on the 1st shortcut to roof not disappearing after door opened when 1st is capped
  • Fixed being able to hide stickies in shutter prop in tires, and it also no longer moves you
[b]B6A released[/b]
[list]
[*] [i]Fixed [/i](hopefully) being able to place buildings inside the cart by having it roll back onto them
[*] Updated and added some playerclips for better movement / to prevent infinite falling
[*] Fixed being able to resupply bind from outside BLU's second forward spawn
[*] Fixed exit sign on the 1st shortcut to roof not disappearing after door opened when 1st is capped
[*] Fixed being able to hide stickies in shutter prop in tires, and it also no longer moves you
[/list]
15
#15
-18 Frags +

What bad map noob

What bad map noob
16
#16
ozfortress
4 Frags +

B6B released

  • Fixed payload cart not falling into the pit due to the doors not opening
  • Fixed wrap assassin issue in glass room near tires
  • Fixed glass collision in glass room
  • Fixed weird ground near ramp on third
  • Map file size slightly lower
[b]B6B released[/b]

[list]
[*] Fixed payload cart not falling into the pit due to the doors not opening
[*] Fixed wrap assassin issue in glass room near tires
[*] Fixed glass collision in glass room
[*] Fixed weird ground near ramp on third
[*] Map file size slightly lower
[/list]
17
#17
-14 Frags +

You should probably disable the bot engineer building hints based on the progress of the cart or the point captured, because engineer bots keep going to sentry hints that are pretty away from the actual battles.

or I'm just overestimating the optimal distance to build nests at. lol

Also add func_nav_cost entities to ammo and health packs, so that bots won't run over them unless if they need it.

You should probably disable the bot engineer building hints based on the progress of the cart or the point captured, because engineer bots keep going to sentry hints that are pretty away from the actual battles.

or I'm just overestimating the optimal distance to build nests at. lol

Also add func_nav_cost entities to ammo and health packs, so that bots won't run over them unless if they need it.
18
#18
0 Frags +

I love the theming of the map so far. I guess my question is what creative liberties you are willing to take to change aspects of Badwater that make it an awful map. Imo how well your map plays largely depends on that

I love the theming of the map so far. I guess my question is what creative liberties you are willing to take to change aspects of Badwater that make it an awful map. Imo how well your map plays largely depends on that
19
#19
refresh.tf
-3 Frags +

Cool map

Cool map
20
#20
-4 Frags +

Why is it called cornwater?

Why is it called cornwater?
21
#21
ozfortress
4 Frags +

B7
"League Play Candidate"

Changes:

  • Finished detail outside last
  • Jump pads in red last spawn now have doors, they will still open if you contact them in case you get stuck inside or out
  • Fixed some visual issues from B6D
  • Cleaned up some displacements
  • Some new occluders, pretty much hit the limit of diminishing returns I think
  • Optimizations for compiling and fps
  • Punching bag in blue spawn for bored blu players
  • The music area has music and trigger removed, no more assets made by me are packed into the map

Future potential improvements:

  • Navmesh / make bots work
  • Some visual redesigns
  • Last point, got a lot of ideas for fixing it up, but a lot are very radical and would rather wait for more league feedback
[h]B7[/h][b][/b]
"League Play Candidate"

[h]Changes:[/h]
[list]
[*] Finished detail outside last
[*] Jump pads in red last spawn now have doors, they will still open if you contact them in case you get stuck inside or out
[*] Fixed some visual issues from B6D
[*] Cleaned up some displacements
[*] Some new occluders, pretty much hit the limit of diminishing returns I think
[*] Optimizations for compiling and fps
[*] Punching bag in blue spawn for bored blu players
[*] The music area has music and trigger removed, no more assets made by me are packed into the map
[/list]

[h]Future potential improvements:[/h]
[list]
[*] Navmesh / make bots work
[*] Some visual redesigns
[*] Last point, got a lot of ideas for fixing it up, but a lot are very radical and would rather wait for more league feedback
[/list]
22
#22
ozfortress
3 Frags +

B7A

Changes / Fixes:

  • Skyboxed moved to instance, crane prop moved to skybox
  • Flickering skybox in some areas fixed
  • Lighting on some props fixed
  • Two clippings that allowed players to get to unintended spots fixed
  • Lighting map wide changed (new Hammer++ update made this way easier)
  • Punching bag added in RED lower spawn
  • Jump pad down in RED spawn now launches players into the bottom spawn
  • Some out of map details fixed up
  • Thanks to xobile for making the map actually compile again, and vastly improving the compile times.

For leagues that see this, this is likely one of the last versions I'll be releasing for a while and has been tested, but please inform me of any major issues ASAP and I will push out a fix.

[h]B7A[/h]

[b]Changes / Fixes:[/b]
[list]
[*] Skyboxed moved to instance, crane prop moved to skybox
[*] Flickering skybox in some areas fixed
[*] Lighting on some props fixed
[*] Two clippings that allowed players to get to unintended spots fixed
[*] Lighting map wide changed (new Hammer++ update made this way easier)
[*] Punching bag added in RED lower spawn
[*] Jump pad down in RED spawn now launches players into the bottom spawn
[*] Some out of map details fixed up
[*] [i]Thanks to [url=https://tf2maps.net/members/xobile.35412/]xobile[/url] for making the map actually compile again, and vastly improving the compile times.[/i]
[/list]

For leagues that see this, this is likely one of the last versions I'll be releasing for a while and has been tested, but please inform me of any major issues ASAP and I will push out a fix.
23
#23
ozfortress
3 Frags +

B7B

Changes / Fixes:

  • Fixed 1st point Gate being stuck in closed state when a red player was in the door trigger, the door now forcibly waits 2 seconds before (re)opening, and is now accompanied by a train bell sound.

For leagues that see this, this is likely one of the last versions I'll be releasing for a while and has been tested, but please inform me of any major issues ASAP and I will push out a fix.

[h]B7B[/h]

[b]Changes / Fixes:[/b]
[list]
[*] Fixed 1st point Gate being stuck in closed state when a red player was in the door trigger, the door now forcibly waits 2 seconds before (re)opening, and is now accompanied by a train bell sound.
[/list]

For leagues that see this, this is likely one of the last versions I'll be releasing for a while and has been tested, but please inform me of any major issues ASAP and I will push out a fix.
24
#24
13 Frags +

suspicious

https://cdn.discordapp.com/attachments/900582238893273109/935205930545594438/unknown.png

suspicious
[img]https://cdn.discordapp.com/attachments/900582238893273109/935205930545594438/unknown.png[/img]
25
#25
3 Frags +

Mister map maker I think you forgot something bro :)
https://streamable.com/xv1wr3

Mister map maker I think you forgot something bro :)
https://streamable.com/xv1wr3
26
#26
ozfortress
2 Frags +
MongMister map maker I think you forgot something bro :)
https://streamable.com/xv1wr3

man this shit spread like wildfire, being fixed and a new version will be up very shortly. thanks for letting me know.

[quote=Mong]Mister map maker I think you forgot something bro :)
https://streamable.com/xv1wr3[/quote]

man this shit spread like wildfire, being fixed and a new version will be up very shortly. thanks for letting me know.
27
#27
ozfortress
1 Frags +

B7C_FIX

  • Fixed occluder appearing in the world from B7C (not entirely sure how that happened, sorry!)
[h]B7C_FIX[/h]
[list]
[*] Fixed occluder appearing in the world from B7C (not entirely sure how that happened, sorry!)
[/list]
28
#28
ozfortress
6 Frags +

B8_PT (B8 Play Test version)

- Moved defenders peak window on last ramp to open a better and more usable field of vision.
- Introduced a working map room camera, the monitor for which is on the RED defenders side of the wall, in the room dividing the exit and map room. The camera only looks at the underneath of the catwalk, acting as a way for defenders to clear that under area.
- Changed defenders stairs window two-way instead of a one-way window.
- Added two-way metal grate on last balcony.
- Added bricks to the corner between the two sets of stairs in tires.
- Moved jump-up wooden platform on 3rd house over a bit.
- Fixed floating pole props.
- Fixed black texture issues in two areas.
- Doorways or door props whose lip or bezel were up against a wall have been moved away from said wall.
- Added extra lighting to tires.
- Fixed brush sticking out in tires.
- Fixed incorrectly lit props. Rest are result of people’s own mat_phong settings.
- Added frame to glass window in BLU forward spawn #1.
- Fixed floating doorframe prop in BLU forward spawn #1.
- Fixed seam in skybox displacements.
- Fixed collision on doorframe prop in BLU’s first spawn large spawn door.
- Made detail changes to some parts of the map.
- Removed cursed froge. Frog fearers are now safe.

Changes from undocumented versions:
- Used newest Hammer++ version, found crap/invalid brushes and fixed them. All 38 of them. I hate life.
- The headline changes: Last point
- The left most window (when looking from in map room) of map room has been removed to serve as some pack cover, protect defenders slightly more, and overall give defenders further reason to hold map room, attackers further protection.
- Fixed some of the explosion debris blocking doors post-round.
- Single door in "dark room" on last instead of two smaller doors.
- Wooden cover and point label on defender high ground (above bomb pit).
- Moved tires > last choke slightly, moved stairs towards map bounds further and brought the protruding wall near the tires choke back towards map bounds to give more room on high ground, with minimal change to choke width or GIRTH. This change should make this choke a bit more necessary to control, and dark room acts as an incentive, whilst also being harder for players to run from tires choke > dark room quickly.
- Reshaped/reworked last high ground, specifically the metal high ground. Should better protect newer sentry spot metas, and force those on high ground to have to commit to peaking to destroy the gun. Distance to "meta" gun spots from height has been increased a bit too, in the hopes that instant reflecting will be less effective.
- Fixed some lighting on last.
- More room on low ground under metal high ground thanks to stairs being moved towards map bounds. In general trying to expand on the space down there, will need to see if there is any benefit for attackers.
- Fixed whack lighting in BLU first spawn. Combination of displacements + lighting issues from BSPReveal which have been fixed in an update.
- Fixed a few lights across the map to be softer and more consistent.
- Fixed performance issues (mostly) by removing large areaportals to see into last, converted back to skybox brushes.
- Consistent performance tests are hard and a pain, but should be on par with normal Badwater, hopefully better?
- Lightmap resolution on some props turned down slightly.
- Small navmeshing stuff - rest will come with the full B8 release.
- Fixed some whack displacements.
- Smoothed out lighting in first tunnel.
- Fixed hole in the world in BLU second spawn (forwards).
- Fixed lighting on one rock on first. B8 will hopefully have new rock collisions to fix stickies being hidden in rocks (an issue present on all Badwater & Cornwater versions, and any other map that shares those rock models).
- Fixed prop lighting in detailing areas.
- Fixed a bunch of texture misalignments.
- Fixed some poor playerclips.
- Combined and cleaned up some brushes (geo & toolbrush).

[h]B8_PT[/h] (B8 Play Test version)

- Moved defenders peak window on last ramp to open a better and more usable field of vision.
- Introduced a working map room camera, the monitor for which is on the RED defenders side of the wall, in the room dividing the exit and map room. The camera only looks at the underneath of the catwalk, acting as a way for defenders to clear that under area.
- Changed defenders stairs window two-way instead of a one-way window.
- Added two-way metal grate on last balcony.
- Added bricks to the corner between the two sets of stairs in tires.
- Moved jump-up wooden platform on 3rd house over a bit.
- Fixed floating pole props.
- Fixed black texture issues in two areas.
- Doorways or door props whose lip or bezel were up against a wall have been moved away from said wall.
- Added extra lighting to tires.
- Fixed brush sticking out in tires.
- Fixed incorrectly lit props. Rest are result of people’s own mat_phong settings.
- Added frame to glass window in BLU forward spawn #1.
- Fixed floating doorframe prop in BLU forward spawn #1.
- Fixed seam in skybox displacements.
- Fixed collision on doorframe prop in BLU’s first spawn large spawn door.
- Made detail changes to some parts of the map.
- Removed cursed froge. Frog fearers are now safe.

[b]Changes from undocumented versions:[/b]
- Used newest Hammer++ version, found crap/invalid brushes and fixed them. All 38 of them. I hate life.
- The headline changes: Last point
- The left most window (when looking from in map room) of map room has been removed to serve as some pack cover, protect defenders slightly more, and overall give defenders further reason to hold map room, attackers further protection.
- Fixed some of the explosion debris blocking doors post-round.
- Single door in "dark room" on last instead of two smaller doors.
- Wooden cover and point label on defender high ground (above bomb pit).
- Moved tires > last choke slightly, moved stairs towards map bounds further and brought the protruding wall near the tires choke back towards map bounds to give more room on high ground, with minimal change to choke width or GIRTH. This change should make this choke a bit more necessary to control, and dark room acts as an incentive, whilst also being harder for players to run from tires choke > dark room quickly.
- Reshaped/reworked last high ground, specifically the metal high ground. Should better protect newer sentry spot metas, and force those on high ground to have to commit to peaking to destroy the gun. Distance to "meta" gun spots from height has been increased a bit too, in the hopes that instant reflecting will be less effective.
- Fixed some lighting on last.
- More room on low ground under metal high ground thanks to stairs being moved towards map bounds. In general trying to expand on the space down there, will need to see if there is any benefit for attackers.
- Fixed whack lighting in BLU first spawn. Combination of displacements + lighting issues from BSPReveal which have been fixed in an update.
- Fixed a few lights across the map to be softer and more consistent.
- Fixed performance issues (mostly) by removing large areaportals to see into last, converted back to skybox brushes.
- Consistent performance tests are hard and a pain, but should be on par with normal Badwater, hopefully better?
- Lightmap resolution on some props turned down slightly.
- Small navmeshing stuff - rest will come with the full B8 release.
- Fixed some whack displacements.
- Smoothed out lighting in first tunnel.
- Fixed hole in the world in BLU second spawn (forwards).
- Fixed lighting on one rock on first. B8 will hopefully have new rock collisions to fix stickies being hidden in rocks (an issue present on all Badwater & Cornwater versions, and any other map that shares those rock models).
- Fixed prop lighting in detailing areas.
- Fixed a bunch of texture misalignments.
- Fixed some poor playerclips.
- Combined and cleaned up some brushes (geo & toolbrush).
29
#29
3 Frags +

https://streamable.com/2s5er0

there's something here that you can get stuck on which can bait you into thinking there's spies around etc

https://i.imgur.com/kQRmjFf.jpeg

there's a tiny gap here

https://streamable.com/2s5er0

there's something here that you can get stuck on which can bait you into thinking there's spies around etc

https://i.imgur.com/kQRmjFf.jpeg

there's a tiny gap here
30
#30
0 Frags +
gnulooks cool
[quote=gnu]looks cool[/quote]
1 2
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