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cp_entropy (5cp)
31
#31
5 Frags +
kindredthis map is gonna look so fire when it's textured

Did he eat⁉️

[quote=kindred]this map is gonna look so fire when it's textured[/quote]
Did he eat⁉️
32
#32
9 Frags +

The main feature of this update is a 3d skybox. There are some areas that I plan to detail further or change visually but, as far as I know, entropy now ticks all the boxes for a map.
b3

Last
- The stairs are retextured
- Lighting
- Spawn is no longer staring into the void (blue spawn there is still a void for r_3dsky 0)
- Fixed some splashbugs

Second
- Lighting
- No void
- Forward door has a new texture

Mid
- Again with the void
- Lighting
- Spawn doors no longer go through the floor above (I hope)
- Optimization

General
- 3d skybox
- Arrows These will change to custom ones that fit the theme
- Pick up decals. These will change to be invariant of config (ie not decals)

Screenshots:

Show Content
The main feature of this update is a 3d skybox. There are some areas that I plan to detail further or change visually but, as far as I know, entropy now ticks all the boxes for a map.
[url=https://tf2maps.net/downloads/entropy.15499/download]b3 [/url]

Last
- The stairs are retextured
- Lighting
- Spawn is no longer staring into the void (blue spawn there is still a void for r_3dsky 0)
- Fixed some splashbugs

Second
- Lighting
- No void
- Forward door has a new texture

Mid
- Again with the void
- Lighting
- Spawn doors no longer go through the floor above (I hope)
- Optimization

General
- 3d skybox
- Arrows These will change to custom ones that fit the theme
- Pick up decals. These will change to be invariant of config (ie not decals)

[b]Screenshots[/b]:
[spoiler]
[img]https://i.imgur.com/0GyEKjy.png[/img]
[img]https://i.imgur.com/ouPz5hc.png[/img]
[img]https://i.imgur.com/HltcW3b.png[/img]
[img]https://i.imgur.com/2YEzMMh.png[/img]
[img]https://i.imgur.com/x2DCwk0.png[/img]
[img]https://i.imgur.com/v0CbSAV.png[/img]
[img]https://i.imgur.com/j6LZc56.png[/img]
[img]https://i.imgur.com/XGCZjDb.png[/img]
[url=https://imgur.com/a/6LJfxNJ]Album[/url]
[/spoiler]
33
#33
4 Frags +

Small update for Entropy for the cup, it is identical to b3 in terms of gameplay.
b3b

- Cubemaps, thanks to xobile
- DM, thanks to steph and bv
- Small texture changes

Small update for Entropy for the cup, it is identical to b3 in terms of gameplay.
[url=https://dl.serveme.tf/maps/cp_entropy_b3b.bsp]b3b[/url]

- Cubemaps, thanks to xobile
- DM, thanks to steph and bv
- Small texture changes
34
#34
6 Frags +

This update mainly focused on the feedback from the draft cup. There is still one point I was unable to address which is matching rollout timings for right and left mid, I will hopefully have that in b5 or b6. The main changes are the scale of last, spawn times and the geometry of the flank.
b4

Mid
- Medics can jump up the broken ramp with scout speed from the stack of wheels

Second
- The divider on top flank has been removed
- The walkway is wider
- Doors from flank are more open
- Sightline to top flank is slightly more covered
- Anti-wallbug technology
- Spawntimes on 4 are the same as the rest of the map

Last
- The depth of last has been reduced
- Spawn doors are more choked up
- Awning on attacker's far right
- Wall behind point curves to make it harder to block point
- Fewer sniper sightlines from spawn
- Captime reduced slightly (-0.25 sec x1)

General
- QoL changes here and there

Screenshots:

Show Content
This update mainly focused on the feedback from the draft cup. There is still one point I was unable to address which is matching rollout timings for right and left mid, I will hopefully have that in b5 or b6. The main changes are the scale of last, spawn times and the geometry of the flank.
[url=https://dl.serveme.tf/maps/cp_entropy_b4.bsp]b4[/url]

Mid
- Medics can jump up the broken ramp with scout speed from the stack of wheels

Second
- The divider on top flank has been removed
- The walkway is wider
- Doors from flank are more open
- Sightline to top flank is slightly more covered
- Anti-wallbug technology
- Spawntimes on 4 are the same as the rest of the map

Last
- The depth of last has been reduced
- Spawn doors are more choked up
- Awning on attacker's far right
- Wall behind point curves to make it harder to block point
- Fewer sniper sightlines from spawn
- Captime reduced slightly (-0.25 sec x1)

General
- QoL changes here and there

[b]Screenshots[/b]:
[spoiler]
[img]https://i.imgur.com/zZfJrcc.png[/img]
[img]https://i.imgur.com/70VVyKB.png[/img]
[img]https://i.imgur.com/5IC7riF.png[/img]
[img]https://i.imgur.com/bgLgv70.png[/img]
[img]https://i.imgur.com/K1XJtcL.png[/img]
[img]https://i.imgur.com/xSYpPB0.png[/img]
[img]https://i.imgur.com/ws5yAL3.png[/img]
[img]https://i.imgur.com/XGCZjDb.png[/img]
[url=https://imgur.com/a/7vLyliG]Album[/url]
[/spoiler]
35
#35
3 Frags +

https://media.discordapp.net/attachments/985658107206201425/1120534676910645378/image.png?width=1202&height=676
This is BLU last; both the girders and the tiles are RED-coloured :(

https://media.discordapp.net/attachments/985658107206201425/1120534676910645378/image.png?width=1202&height=676
This is BLU last; both the girders and the tiles are RED-coloured :(
36
#36
5 Frags +

Alright, I'm very ill and instead of resting like a normal person, I was convinced to look over entropy. Here are my thoughts:

1) Using detail to theme areas is handled poorly

Blue Transition lobby from mid => 2nd. - is a mess of red and blue textures:

https://imgur.com/2dZbUqe

Blue Last - has a lot of red girders that really can lend the wrong impression. I think you're using the wrong tiles (red tiles in blu area), could be the lighting but either way I'd use more blu-ish floor tiles:

https://imgur.com/VN2meln

Mid - Has 2 red sheds, combined with the transition lobby this can be very misleading

2) Detail is often handled in a way detrimental of gameplay
Blocks here can all hide stickies

https://imgur.com/syhpEPc

There are a lot of bushes that are hard to clear & check
> Look very closely at this image:

https://imgur.com/Aa8KPap

Upgraded headpeak -> bush sniper on mid
Girders in mid->2nd lobby can result in scout bumping head on crate-jumps.

3) There be sniper sightlines
Transition area (mid => 2nd) - catches 4/5 exits from 2nd (the last one being directly above the sniper)

https://imgur.com/rC3YlJ3

Into lobby - has a very quick rotation to snipe lower as well

https://imgur.com/eI1HPNM

Defending mid - very oppressive angle that sees all exits - reachable through parkour

https://imgur.com/0Lnr147

4) Streamline
DEEP corners make gameplay slower and encourage degenerate gameplay
Examples:

https://imgur.com/LzRis0p

https://imgur.com/Iqm5g91

5) Misc Thoughts

Your wallbug fix only works on blu instead of red, for a more elegant fix instead of triggers consider using sloped surface (see sultry's shutter)

The sink room near mid feels frighteningly claustrophobic
---

Those are random thoughts from just wandering around the map not too based in gameplay, just impression stuff. Hope it helps.

Alright, I'm very ill and instead of resting like a normal person, I was convinced to look over entropy. Here are my thoughts:

1) Using detail to theme areas is handled poorly

Blue Transition lobby from mid => 2nd. - is a mess of red and blue textures: [img]https://imgur.com/2dZbUqe[/img]
Blue Last - has a lot of red girders that really can lend the wrong impression. I think you're using the wrong tiles (red tiles in blu area), could be the lighting but either way I'd use more blu-ish floor tiles: [img]https://imgur.com/VN2meln[/img]
Mid - Has 2 red sheds, combined with the transition lobby this can be very misleading

2) Detail is often handled in a way detrimental of gameplay
Blocks here can all hide stickies [img]https://imgur.com/syhpEPc[/img]
There are a lot of bushes that are hard to clear & check
> Look very closely at this image: [img]https://imgur.com/Aa8KPap[/img]
Upgraded headpeak -> bush sniper on mid
Girders in mid->2nd lobby can result in scout bumping head on crate-jumps.

3) There be sniper sightlines
Transition area (mid => 2nd) - catches 4/5 exits from 2nd (the last one being directly above the sniper) [img]https://imgur.com/rC3YlJ3[/img]
Into lobby - has a very quick rotation to snipe lower as well [img]https://imgur.com/eI1HPNM[/img]
Defending mid - very oppressive angle that sees all exits - reachable through parkour [img]https://imgur.com/0Lnr147[/img]


4) Streamline
DEEP corners make gameplay slower and encourage degenerate gameplay
Examples:[img] https://imgur.com/LzRis0p[/img] [img]https://imgur.com/Iqm5g91[/img]



5) Misc Thoughts

Your wallbug fix only works on blu instead of red, for a more elegant fix instead of triggers consider using sloped surface (see sultry's shutter)

The sink room near mid feels frighteningly claustrophobic
---

Those are random thoughts from just wandering around the map not too based in gameplay, just impression stuff. Hope it helps.
37
#37
9 Frags +

Based on some feedback mainly from Australians, this update focuses on making the map more monochrome and visually consistent. Beyond that there are some cosmetic changes and it addresses some of the things mentioned above by FlipFTW and Katsu. Entropy is also on the workshop now.
b5

Mid
- Z is changed to be far more spacious.
- The geometry by tetris is much "cleaner"
- Scouts cant double jump to dropdown from mid
- Sniper cant reach dropdown from choke
- The midpoint is lower and easier to jump up on

Second
- The tower looks different
- Side entrance to lower lobby is now a broken wall
- Stairs to point are 50% wider
- Point is bigger
- Sighline from flank is slightly more covered up (not fully)
- Wax + grass is paved
- The truck is a crate removing the hidingspots and making rotating between the two choke doors easier

Last
- Point caps slightly slower (3.9 sec 1x)

General
- Blu is bluer
- New textures and props
- Push brushes replaced

Screenshots:

Show Content
Based on some feedback mainly from Australians, this update focuses on making the map more monochrome and visually consistent. Beyond that there are some cosmetic changes and it addresses some of the things mentioned above by FlipFTW and Katsu. Entropy is also on the [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3018790729]workshop[/url] now.
[url=https://tf2maps.net/downloads/entropy.15499/download]b5[/url]

Mid
- Z is changed to be far more spacious.
- The geometry by tetris is much "cleaner"
- Scouts cant double jump to dropdown from mid
- Sniper cant reach dropdown from choke
- The midpoint is lower and easier to jump up on

Second
- The tower looks different
- Side entrance to lower lobby is now a broken wall
- Stairs to point are 50% wider
- Point is bigger
- Sighline from flank is slightly more covered up (not fully)
- Wax + grass is paved
- The truck is a crate removing the hidingspots and making rotating between the two choke doors easier

Last
- Point caps slightly slower (3.9 sec 1x)

General
- Blu is bluer
- New textures and props
- Push brushes replaced

[b]Screenshots[/b]:
[spoiler]
[img]https://i.imgur.com/6zpKXMM.jpg[/img]
[img]https://i.imgur.com/JhJDYbF.jpg[/img]
[img]https://i.imgur.com/NqmU7cx.jpg[/img]
[img]https://i.imgur.com/xdGhKfM.jpg[/img]
[img]https://i.imgur.com/qYCCNsQ.jpg[/img]
[img]https://i.imgur.com/HhyGaHq.jpg[/img]
[img]https://i.imgur.com/PRsmu4M.jpg[/img]
[img]https://i.imgur.com/Uli8RZj.jpg[/img]
[img]https://i.imgur.com/Wx7Q1cS.jpg[/img]
[img]https://i.imgur.com/Xv90BKa.jpg[/img]
[url=https://imgur.com/a/lHy9QRO]Album[/url]
[/spoiler]
38
#38
-9 Frags +

:\

:\
39
#39
2 Frags +

so swag map

so swag map
40
#40
1 Frags +

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▓▓▓▓▓▓█░░░░ Valve, ░░░░░█
▓▓▓▓▓▓█░░░░Add This░░░░█
▓▓▓▓▓▓█░░░░Please!░░░░░█
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▓▓▓▓▓▓█░░░░ Valve, ░░░░░█
▓▓▓▓▓▓█░░░░Add This░░░░█
▓▓▓▓▓▓█░░░░Please!░░░░░█
▓▓▓▓▓▓█░░░░░░░░░░░░░░█
▓▓▓▓▓▓█████░░░░░░░░░█
██████▀░░░░▀▀██████▀
41
#41
tf2pickup.org
-6 Frags +

Please consider changing the visuals and textures of the map to be more inline with the games art-style.
Map seems very dark/gloomy and visually busy which reduces the readability I feel

Please consider changing the visuals and textures of the map to be more inline with the games art-style.
Map seems very dark/gloomy and visually busy which reduces the readability I feel
42
#42
-1 Frags +

i think it looks pretty :)

i think it looks pretty :)
43
#43
12 Frags +

Despite having been given some great ideas by multiple people, there won't be any gameplay changes before the season starts. With that said this is a small update fixing some bugs/annoyances. Thank you to everyone who pointed them out to me.

EDIT: Its rare but the collision boxes by dropdown randomly break on online servers sometimes. This should be fixed now, if not please let me know.
b5b

Second
- Fixed bad clipping on the ramp by the rubble

Last
- Removed the small fences
- Blocked sniper sightline from spawn

General
- Optimization
- Removed Splashbugs
- Removed some more wallbugs
- Fixed pixelbug on flank

There also seems to be some confusion about the rollouts. While this isn't orthodoxy, I've made a video with the fastest rollouts I'm familiar with.

I know it can be daunting to learn/play a new map so if there's any team that wants some information regarding entropy send me a message and I will try to help.

Despite having been given some great ideas by multiple people, there won't be any gameplay changes before the season starts. With that said this is a small update fixing some bugs/annoyances. Thank you to everyone who pointed them out to me.

EDIT: Its rare but the collision boxes by dropdown randomly break on online servers sometimes. This should be fixed now, if not please let me know.
[url=https://fastdl.serveme.tf/maps/cp_entropy_b5b.bsp]b5b[/url]

Second
- Fixed bad clipping on the ramp by the rubble

Last
- Removed the small fences
- Blocked sniper sightline from spawn

General
- Optimization
- Removed Splashbugs
- Removed some more wallbugs
- Fixed pixelbug on flank

There also seems to be some confusion about the rollouts. While this isn't orthodoxy, I've made a [url=https://youtu.be/ig7ExIFukFA?t=12]video[/url] with the fastest rollouts I'm familiar with.

I know it can be daunting to learn/play a new map so if there's any team that wants some information regarding entropy send me a message and I will try to help.
44
#44
10 Frags +

tldr go here: Google form

With the ETF2L season wrapping up, I'm planning out future changes, thus I'm looking for feedback on entropy. The more the merrier so if you really dislike the map then here's your opportunity.

To ease the feedback-giving process feel free to use the google form above, its anonymous so you can say whatever you please.

DMs or any other way of giving feedback is of course welcome as well. Thank you to all who played it and made an effort to learn it, I now have copious amounts of data to use.

[b]tldr go here[/b]: [url=https://forms.gle/sBjqr9WYomzhMcyW7]Google form[/url]

With the ETF2L season wrapping up, I'm planning out future changes, thus I'm looking for feedback on entropy. The more the merrier so if you really dislike the map then here's your opportunity.

To ease the feedback-giving process feel free to use the google form above, its anonymous so you can say whatever you please.

DMs or any other way of giving feedback is of course welcome as well. Thank you to all who played it and made an effort to learn it, I now have copious amounts of data to use.
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