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cp_edifice
61
#61
8 Frags +

SOAP Spawns from my teammate, Wilson. Haven't tested on the newest builds, but I imagine they'll still work.

"cp_edifice_b1a"
	{
		"red"
		{
			"Cement Mid"
			{
				"origin"	"760.436523 2351.076904 212.031311"
				"angles"	"-3.193472 164.742401 0.000000"
			}	
			"RED spawn"
			{
				"origin"	"414.717987 3693.150635 4.031319"
				"angles"	"-2.712782 -116.068634 0.000000"
			}	
			"Red Spawn2"
			{       
				"origin"	"-786.621826 3758.387939 4.031319"
				"angles"	"-4.281393 -67.315613 0.000000"
			}	
			"RED Wood"
			{       
				"origin"	"-996.326843 2727.240234 244.031311"
				"angles"	"-0.967115 -19.397457 0.000000"
			}	
			"RED Mid"
			{
				"origin"	"-169.623291 3534.192627 132.031311"
				"angles"	"-3.269446 -90.389275 0.000000"
			}		
		}
		"blue"
		{
			"Blu Wood"
			{       setpos -402.693390 1808.921265 244.031311;setang -5.622031 69.898849 0.000000

				"origin"	"-402.693390 1808.921265 244.031311"
				"angles"	"-5.622031 69.898849 0.000000"
			}	
			"BLU WOOD LEFT"
			{
				"origin"	"-1123.844116 2384.751465 244.031311"
				"angles"	"0.449961 13.985829 0.000000"
			}	
			"BLU CEMENT RIGHT"
			{       
				"origin"	"570.079468 1949.779175 212.031311"
				"angles"	"setang 1.563188 139.498383 0.000000"
			}	
			"BLU bridge"
			{       
				"origin"	"218.583237 1732.358643 500.031311"
				"angles"	"4.093177 109.644325 0.000000"
			}	
			"BLU LOWER"
			{       
				"origin"	"-1381.876343 2245.766602 52.031319"
				"angles"	"3.637720 9.152563 0.000000"
			}			
		}
	}
SOAP Spawns from my teammate, Wilson. Haven't tested on the newest builds, but I imagine they'll still work.

[code]
"cp_edifice_b1a"
{
"red"
{
"Cement Mid"
{
"origin" "760.436523 2351.076904 212.031311"
"angles" "-3.193472 164.742401 0.000000"
}
"RED spawn"
{
"origin" "414.717987 3693.150635 4.031319"
"angles" "-2.712782 -116.068634 0.000000"
}
"Red Spawn2"
{
"origin" "-786.621826 3758.387939 4.031319"
"angles" "-4.281393 -67.315613 0.000000"
}
"RED Wood"
{
"origin" "-996.326843 2727.240234 244.031311"
"angles" "-0.967115 -19.397457 0.000000"
}
"RED Mid"
{
"origin" "-169.623291 3534.192627 132.031311"
"angles" "-3.269446 -90.389275 0.000000"
}
}
"blue"
{
"Blu Wood"
{ setpos -402.693390 1808.921265 244.031311;setang -5.622031 69.898849 0.000000

"origin" "-402.693390 1808.921265 244.031311"
"angles" "-5.622031 69.898849 0.000000"
}
"BLU WOOD LEFT"
{
"origin" "-1123.844116 2384.751465 244.031311"
"angles" "0.449961 13.985829 0.000000"
}
"BLU CEMENT RIGHT"
{
"origin" "570.079468 1949.779175 212.031311"
"angles" "setang 1.563188 139.498383 0.000000"
}
"BLU bridge"
{
"origin" "218.583237 1732.358643 500.031311"
"angles" "4.093177 109.644325 0.000000"
}
"BLU LOWER"
{
"origin" "-1381.876343 2245.766602 52.031319"
"angles" "3.637720 9.152563 0.000000"
}
}
}
[/code]
62
#62
2 Frags +
"cp_edifice_b1a"
{
    "red"
    {
        "Cement Mid"
        {
            "origin"	"760.436523 2351.076904 212.031311"
            "angles"	"-3.193472 164.742401 0.000000"
        }	
        "RED spawn"
        {
          "origin"	"414.717987 3693.150635 4.031319"
          "angles"	"-2.712782 -116.068634 0.000000"
        }	
        "Red Spawn2"
        { 
          "origin"	"-786.621826 3758.387939 4.031319"
          "angles"	"-4.281393 -67.315613 0.000000"
        }	
        "RED Wood"
        { 
          "origin"	"-996.326843 2727.240234 244.031311"
          "angles"	"-0.967115 -19.397457 0.000000"
        }	
        "RED Mid"
        {
          "origin"	"-169.623291 3534.192627 132.031311"
          "angles"	"-3.269446 -90.389275 0.000000"
        }	
    }
    "blue"
    {
        "Blu Wood"
        {
          "origin"	"-402.693390 1808.921265 244.031311"
          "angles"	"-5.622031 69.898849 0.000000"
        }	
        "BLU WOOD LEFT"
        {
          "origin"	"-1123.844116 2384.751465 244.031311"
          "angles"	"0.449961 13.985829 0.000000"
        }	
        "BLU CEMENT RIGHT"
        { 
          "origin"	"570.079468 1949.779175 212.031311"
          "angles"	"setang 1.563188 139.498383 0.000000"
        }	
        "BLU bridge"
        { 
          "origin"	"218.583237 1732.358643 500.031311"
          "angles"	"4.093177 109.644325 0.000000"
        }	
        "BLU LOWER"
        { 
          "origin"	"-1381.876343 2245.766602 52.031319"
          "angles"	"3.637720 9.152563 0.000000"
        }	
    }
}

Fixed Blu Wood. It had an extra line of code that caused it to spawn people in the middle of the map.

[code]"cp_edifice_b1a"
{
"red"
{
"Cement Mid"
{
"origin" "760.436523 2351.076904 212.031311"
"angles" "-3.193472 164.742401 0.000000"
}
"RED spawn"
{
"origin" "414.717987 3693.150635 4.031319"
"angles" "-2.712782 -116.068634 0.000000"
}
"Red Spawn2"
{
"origin" "-786.621826 3758.387939 4.031319"
"angles" "-4.281393 -67.315613 0.000000"
}
"RED Wood"
{
"origin" "-996.326843 2727.240234 244.031311"
"angles" "-0.967115 -19.397457 0.000000"
}
"RED Mid"
{
"origin" "-169.623291 3534.192627 132.031311"
"angles" "-3.269446 -90.389275 0.000000"
}
}
"blue"
{
"Blu Wood"
{
"origin" "-402.693390 1808.921265 244.031311"
"angles" "-5.622031 69.898849 0.000000"
}
"BLU WOOD LEFT"
{
"origin" "-1123.844116 2384.751465 244.031311"
"angles" "0.449961 13.985829 0.000000"
}
"BLU CEMENT RIGHT"
{
"origin" "570.079468 1949.779175 212.031311"
"angles" "setang 1.563188 139.498383 0.000000"
}
"BLU bridge"
{
"origin" "218.583237 1732.358643 500.031311"
"angles" "4.093177 109.644325 0.000000"
}
"BLU LOWER"
{
"origin" "-1381.876343 2245.766602 52.031319"
"angles" "3.637720 9.152563 0.000000"
}
}
}[/code]

Fixed Blu Wood. It had an extra line of code that caused it to spawn people in the middle of the map.
63
#63
3 Frags +

http://cloud-2.steampowered.com/ugc/867215957912559033/86678401CDA7B1D429B727B9269BCE4A92CBAF30/

http://cloud-2.steampowered.com/ugc/867215957912560672/11166EC1F60B084A25381EA74502B28CCEEA9645/

http://cloud-2.steampowered.com/ugc/867215957912562503/DBAE788010CBBBF4BDD696E15FC3DF919AE30F70/

http://cloud-2.steampowered.com/ugc/867215957912564126/D91063FF037531513F59EE188B4C2C974827877F/

[img]http://cloud-2.steampowered.com/ugc/867215957912559033/86678401CDA7B1D429B727B9269BCE4A92CBAF30/[/img]
[img]http://cloud-2.steampowered.com/ugc/867215957912560672/11166EC1F60B084A25381EA74502B28CCEEA9645/[/img]
[img]http://cloud-2.steampowered.com/ugc/867215957912562503/DBAE788010CBBBF4BDD696E15FC3DF919AE30F70/[/img]
[img]http://cloud-2.steampowered.com/ugc/867215957912564126/D91063FF037531513F59EE188B4C2C974827877F/[/img]
64
#64
14 Frags +

pretty easy to kill that sentry.

pretty easy to kill that sentry.
65
#65
0 Frags +
hookyFixed Blu Wood. It had an extra line of code that caused it to spawn people in the middle of the map.

Thanks! I'll update our SOAP.cfg

[quote=hooky]Fixed Blu Wood. It had an extra line of code that caused it to spawn people in the middle of the map.[/quote]
Thanks! I'll update our SOAP.cfg
66
#66
3 Frags +

Not sure if this has been asked already, but if we could get this map tested with the UGC testing team, would you be willing to implement some changes for HL balance?

Not sure if this has been asked already, but if we could get this map tested with the UGC testing team, would you be willing to implement some changes for HL balance?
67
#67
cp_sunshine, cp_cardinal
5 Frags +
CygnastyNot sure if this has been asked already, but if we could get this map tested with the UGC testing team, would you be willing to implement some changes for HL balance?

Possibly.
If the changes interfere with balance I've specifically designed for 6s, then most likely no (or I make a separate version for HL if the changes are that drastic).

In general, though, any testing is good testing and if it would be tested with the UGC league I'd be willing to look at feedback and criticism provided. If an issue is brought up, I'd bring up the issue during a 6s test so I can make sure the map is consistent between 6s and 9s. I'm more interested in making this a 6s map, though, so I'm not too concerned with problems specific to highlander (for now).

[quote=Cygnasty]Not sure if this has been asked already, but if we could get this map tested with the UGC testing team, would you be willing to implement some changes for HL balance?[/quote]

Possibly.
If the changes interfere with balance I've specifically designed for 6s, then most likely no (or I make a separate version for HL if the changes are that drastic).

In general, though, any testing is good testing and if it would be tested with the UGC league I'd be willing to look at feedback and criticism provided. If an issue is brought up, I'd bring up the issue during a 6s test so I can make sure the map is consistent between 6s and 9s. I'm more interested in making this a 6s map, though, so I'm not too concerned with problems specific to highlander (for now).
68
#68
0 Frags +

CModelLoader::Map_IsValid: No such map 'maps/cp_edifice_b3_test1.bsp'
map load failed: cp_edifice_b3_test1 not found or invalid

why does this only happen with this map

CModelLoader::Map_IsValid: No such map 'maps/cp_edifice_b3_test1.bsp'
map load failed: cp_edifice_b3_test1 not found or invalid


why does this only happen with this map
69
#69
1 Frags +

You have to unpack the bsp file from the bz2 archive.

You have to unpack the bsp file from the bz2 archive.
70
#70
1 Frags +

Not sure if you really meant for this to be a spot for soldier or even possibly a demo to get up on:

http://steamcommunity.com/sharedfiles/filedetails/?id=139402420

View from there:

http://steamcommunity.com/sharedfiles/filedetails/?id=139402469

Still an amazing map, cant wait for final version!

Not sure if you really meant for this to be a spot for soldier or even possibly a demo to get up on:

http://steamcommunity.com/sharedfiles/filedetails/?id=139402420

View from there:

http://steamcommunity.com/sharedfiles/filedetails/?id=139402469

Still an amazing map, cant wait for final version!
71
#71
1 Frags +
Mr_PerfectNot sure if you really meant for this to be a spot for soldier or even possibly a demo to get up on:

http://steamcommunity.com/sharedfiles/filedetails/?id=139402420

View from there:

http://steamcommunity.com/sharedfiles/filedetails/?id=139402469

Still an amazing map, cant wait for final version!

This is actually in granary too on one of the lasts, pretty sure he did it on purpose

[quote=Mr_Perfect]Not sure if you really meant for this to be a spot for soldier or even possibly a demo to get up on:

http://steamcommunity.com/sharedfiles/filedetails/?id=139402420

View from there:

http://steamcommunity.com/sharedfiles/filedetails/?id=139402469

Still an amazing map, cant wait for final version![/quote]


This is actually in granary too on one of the lasts, pretty sure he did it on purpose
72
#72
koth_product
0 Frags +
huffMr_PerfectNot sure if you really meant for this to be a spot for soldier or even possibly a demo to get up on:

http://steamcommunity.com/sharedfiles/filedetails/?id=139402420

View from there:

http://steamcommunity.com/sharedfiles/filedetails/?id=139402469

Still an amazing map, cant wait for final version!
This is actually in granary too on one of the lasts, pretty sure he did it on purpose

on badlands too, both on mid and 2nd point but that doesn't make it intentional

[quote=huff][quote=Mr_Perfect]Not sure if you really meant for this to be a spot for soldier or even possibly a demo to get up on:

http://steamcommunity.com/sharedfiles/filedetails/?id=139402420

View from there:

http://steamcommunity.com/sharedfiles/filedetails/?id=139402469

Still an amazing map, cant wait for final version![/quote]
This is actually in granary too on one of the lasts, pretty sure he did it on purpose[/quote] on badlands too, both on mid and 2nd point but that doesn't make it intentional
73
#73
cp_sunshine, cp_cardinal
1 Frags +

It was indeed intentional, if you look through the old versions you can see that in an earlier version I had it clipped off. I figured it would make a decent hiding spot and a place for people to check before pushing in. If it ends up being too strong/overpowered, though, I can easily remove it.

It was indeed intentional, if you look through the old versions you can see that in an earlier version I had it clipped off. I figured it would make a decent hiding spot and a place for people to check before pushing in. If it ends up being too strong/overpowered, though, I can easily remove it.
74
#74
cp_sunshine, cp_cardinal
4 Frags +

In light of the upcoming Steampipe update (which WILL break the SDK and prevent mapping until VALVe fixes it), I've worked on B3 to get it released:

B3 RELEASE: https://dl.dropboxusercontent.com/u/84556731/cp_edifice/cp_edifice_b3.bsp.bz2

Changelog:

- Added extra flank route from B>C connector to C
- DUSTMOTES!!
- Added cover to C in general
- Added a little cover to B
- Made most power 3 displacements into power 2
- General technical issues
- Reworked some detailed props and func_details to use brushes
- General Optimization
- Clipped off holes on C spire

ScreenshotS:

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2013-04-18_00001.jpg

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2013-04-18_00002.jpg

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2013-04-18_00003.jpg

https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2013-04-18_00004.jpg

Get it here or in the OP! Be sure to edit any SOAP spawn files to correspond with this version! Tell me if anything's wrong and happy testing.

In light of the upcoming Steampipe update (which WILL break the SDK and prevent mapping until VALVe fixes it), I've worked on B3 to get it released:

B3 RELEASE: https://dl.dropboxusercontent.com/u/84556731/cp_edifice/cp_edifice_b3.bsp.bz2

Changelog:[img][/img]
- Added extra flank route from B>C connector to C
- DUSTMOTES!!
- Added cover to C in general
- Added a little cover to B
- Made most power 3 displacements into power 2
- General technical issues
- Reworked some detailed props and func_details to use brushes
- General Optimization
- Clipped off holes on C spire

ScreenshotS:
[img]https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2013-04-18_00001.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2013-04-18_00002.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2013-04-18_00003.jpg[/img][img]https://dl.dropboxusercontent.com/u/84556731/cp_edifice/2013-04-18_00004.jpg[/img]

Get it here or in the OP! Be sure to edit any SOAP spawn files to correspond with this version! Tell me if anything's wrong and happy testing.
75
#75
7 Frags +

i hope this map is going to be in next ugc season!
keep up the work!

i hope this map is going to be in next ugc season!
keep up the work!
76
#76
cp_sunshine, cp_cardinal
8 Frags +

BETA 4 RELEASED - https://dl.dropboxusercontent.com/u/84556731/cp_edifice/cp_edifice_b4.bsp.bz2

This will be the last update until at least July 3rd.
Download it here or in the OP and be sure to update all configs, rotations etc.

This map will be played in UGC 6v6 season 12: http://www.ugcleague.com/maplist_tf26.cfm

BETA 4 RELEASED - https://dl.dropboxusercontent.com/u/84556731/cp_edifice/cp_edifice_b4.bsp.bz2

This will be the last update until [i]at least[/i] July 3rd.
Download it here or in the OP and be sure to update all configs, rotations etc.

This map will be played in UGC 6v6 season 12: http://www.ugcleague.com/maplist_tf26.cfm
77
#77
4 Frags +

Congrats on getting it in to the UGC rotation!
I know I hope to play this map a lot

Congrats on getting it in to the UGC rotation!
I know I hope to play this map a lot
78
#78
1 Frags +
PhiThis map will be played in UGC 6v6 season 12: http://www.ugcleague.com/maplist_tf26.cfm

So happy this map made it! Glad its replacing GPit for 6s :)

[quote=Phi]
This map will be played in UGC 6v6 season 12: http://www.ugcleague.com/maplist_tf26.cfm[/quote]

So happy this map made it! Glad its replacing GPit for 6s :)
79
#79
5 Frags +
Mr_PerfectSo happy this map made it! Glad its replacing GPit for 6s :)

Would be better for the gametype that both of them were kept in, so that teams actually know this type of map rather than it and g-pit being a novelty map type in the season/6s in general.

[quote=Mr_Perfect]
So happy this map made it! Glad its replacing GPit for 6s :)[/quote]
Would be better for the gametype that both of them were kept in, so that teams actually know this type of map rather than it and g-pit being a novelty map type in the season/6s in general.
80
#80
0 Frags +

congrats on making UGC summer season!!

congrats on making UGC summer season!!
81
#81
3 Frags +

Hope to see some good casts of this map in summer.

Hope to see some good casts of this map in summer.
82
#82
31 Frags +

http://i.imgur.com/Vq5QHFF.jpg

so whats going on with the pictures under each point

[img]http://i.imgur.com/Vq5QHFF.jpg[/img]

so whats going on with the pictures under each point
83
#83
cp_sunshine, cp_cardinal
18 Frags +

you found me out :3

you found me out :3
84
#84
0 Frags +

I really love this map, which I have realized after noclipping around on it a bit. There are some creative sentry spots which I like, bushes for corner strat, etc. It has everything. Very creative. Great work.

I really love this map, which I have realized after noclipping around on it a bit. There are some creative sentry spots which I like, bushes for corner strat, etc. It has everything. Very creative. Great work.
85
#85
13 Frags +

Point C takes WAY too long to cap. Our team wiped the other team, but they still managed to stop us.

Point C takes WAY too long to cap. Our team wiped the other team, but they still managed to stop us.
86
#86
1 Frags +

I would like to point out that there are three major sticky spots that should be fixed going into the next version:

On point A, there is a pile of bricks. Stickies can be placed inside of the slanted one.

http://steamcommunity.com/sharedfiles/filedetails/?id=154049615

In the connector between B and C, there is a shelf with some air tanks on the top shelf and some planks on the bottom. Stickies can be placed inside the planks.

http://steamcommunity.com/sharedfiles/filedetails/?id=154723496

To the right of the front ramp leading up to point B, there are some barrels underneath the tower. Stickies can be placed inside them.

http://steamcommunity.com/sharedfiles/filedetails/?id=154723574

These are rather unintuitive spots that are virtually impossible to notice unless the other team screwed up or they know about them. Since I'm not sure if you're aware of them, you might want to check them out.

I would like to point out that there are three major sticky spots that should be fixed going into the next version:

On point A, there is a pile of bricks. Stickies can be placed inside of the slanted one.

http://steamcommunity.com/sharedfiles/filedetails/?id=154049615

In the connector between B and C, there is a shelf with some air tanks on the top shelf and some planks on the bottom. Stickies can be placed inside the planks.

http://steamcommunity.com/sharedfiles/filedetails/?id=154723496

To the right of the front ramp leading up to point B, there are some barrels underneath the tower. Stickies can be placed inside them.

http://steamcommunity.com/sharedfiles/filedetails/?id=154723574

These are rather unintuitive spots that are virtually impossible to notice unless the other team screwed up or they know about them. Since I'm not sure if you're aware of them, you might want to check them out.
87
#87
2 Frags +
mage24365I would like to point out that there are three major sticky spots that should be fixed going into the next version:

On point A, there is a pile of bricks. Stickies can be placed inside of the slanted one.

In the connector between B and C, there is a shelf with some air tanks on the top shelf and some planks on the bottom. Stickies can be placed inside the planks.

To the right of the front ramp leading up to point B, there are some barrels underneath the tower. Stickies can be placed inside them.

These are rather unintuitive spots that are virtually impossible to notice unless the other team screwed up or they know about them. Since I'm not sure if you're aware of them, you might want to check them out.

Please include a pov demo/screenshots of the said area's.

[quote=mage24365]I would like to point out that there are three major sticky spots that should be fixed going into the next version:

On point A, there is a pile of bricks. Stickies can be placed inside of the slanted one.

In the connector between B and C, there is a shelf with some air tanks on the top shelf and some planks on the bottom. Stickies can be placed inside the planks.

To the right of the front ramp leading up to point B, there are some barrels underneath the tower. Stickies can be placed inside them.

These are rather unintuitive spots that are virtually impossible to notice unless the other team screwed up or they know about them. Since I'm not sure if you're aware of them, you might want to check them out.[/quote] Please include a pov demo/screenshots of the said area's.
88
#88
1 Frags +
Apolloftwmage24365I would like to point out that there are three major sticky spots that should be fixed going into the next version:

On point A, there is a pile of bricks. Stickies can be placed inside of the slanted one.

In the connector between B and C, there is a shelf with some air tanks on the top shelf and some planks on the bottom. Stickies can be placed inside the planks.

To the right of the front ramp leading up to point B, there are some barrels underneath the tower. Stickies can be placed inside them.

These are rather unintuitive spots that are virtually impossible to notice unless the other team screwed up or they know about them. Since I'm not sure if you're aware of them, you might want to check them out.
Please include a pov demo/screenshots of the said area's.

Included in original post.

I would like to add that the second one of those three is absurdly dumb, if 8 stickies are there, it's not uncommon for a rocket to knock out exactly one of them.

[quote=Apolloftw][quote=mage24365]I would like to point out that there are three major sticky spots that should be fixed going into the next version:

On point A, there is a pile of bricks. Stickies can be placed inside of the slanted one.

In the connector between B and C, there is a shelf with some air tanks on the top shelf and some planks on the bottom. Stickies can be placed inside the planks.

To the right of the front ramp leading up to point B, there are some barrels underneath the tower. Stickies can be placed inside them.

These are rather unintuitive spots that are virtually impossible to notice unless the other team screwed up or they know about them. Since I'm not sure if you're aware of them, you might want to check them out.[/quote] Please include a pov demo/screenshots of the said area's.[/quote]
Included in original post.

I would like to add that the second one of those three is absurdly dumb, if 8 stickies are there, it's not uncommon for a rocket to knock out exactly one of them.
89
#89
cp_sunshine, cp_cardinal
1 Frags +

Thanks for bringing your issues up, after the current UGC season(s) end I'll update the map to rc1/b5. I won't be updating the map during the current season because some people may not see the update or may have played their matches before the update.

Thanks for bringing your issues up, after the current UGC season(s) end I'll update the map to rc1/b5. I won't be updating the map during the current season because some people may not see the update or may have played their matches before the update.
90
#90
0 Frags +

http://steamcommunity.com/sharedfiles/filedetails/?id=156249624
You can stand behind one of the barriers on C, on the corner of the point, and be counted as capturing the point/blocking the point.

Not sure what classes can get there or how viable it is (e.g. Would it be viable to sit a CnD Spy there on defense and have him uncloak and block the cap if/when defense wipes?), but it doesn't seem like an intended feature.

Sorry if this was intended/already brought up.

http://steamcommunity.com/sharedfiles/filedetails/?id=156249624
You can stand behind one of the barriers on C, on the corner of the point, and be counted as capturing the point/blocking the point.

Not sure what classes can get there or how viable it is (e.g. Would it be viable to sit a CnD Spy there on defense and have him uncloak and block the cap if/when defense wipes?), but it doesn't seem like an intended feature.

Sorry if this was intended/already brought up.
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