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cp_badlands_pro
31
#31
1 Frags +

Besides spire, the map looks fucking beautiful. I love it.

also if there was a medium ammo pack somewhere on second, that would be really awesome

Besides spire, the map looks fucking beautiful. I love it.

also if there was a medium ammo pack somewhere on second, that would be really awesome
32
#32
14 Frags +

Although I do like the grassy bright aesthetic changes, I can't be the only one who thinks it would be boring if every map looked like viaduct_pro or sunshine.

That being said, I'm all for changing all the "stupid stuff" on badlands. It's annoying to have a splash rocket do nothing or to jump into an invisible wall or have the train eat your rocket when you're trying to pogo and just have to accept it because badlands.

Although I do like the grassy bright aesthetic changes, I can't be the only one who thinks it would be boring if every map looked like viaduct_pro or sunshine.

That being said, I'm all for changing all the "stupid stuff" on badlands. It's annoying to have a splash rocket do nothing or to jump into an invisible wall or have the train eat your rocket when you're trying to pogo and just have to accept it because badlands.
33
#33
8 Frags +

ammo packs, please.

ammo packs, please.
34
#34
3 Frags +
biscuitsDigibadlands doesn't need a pro version• Fixed Spire collision mesh
• Fixed rails on Mid to splash properly
• Fixed all stairs to splash properly
• Fixed sticky bomb exploits
• Fixed railings in Lobby and last to have disabled collision for bullets and projectiles
• Fixed an invisible edge on Shithouse that messed the Valley to enemy Balcony wall jump
• Fixed the stairs on Choke to surf normally

These are enough things to have an excuse to make a pro version

these are fixes that can be made to the map but i think making a pro version for badlands just for these minor changes is unnecessary, similar to what sideshow said

[quote=biscuits][quote=Digi]badlands doesn't need a pro version[/quote]
• Fixed Spire collision mesh
• Fixed rails on Mid to splash properly
• Fixed all stairs to splash properly
• Fixed sticky bomb exploits
• Fixed railings in Lobby and last to have disabled collision for bullets and projectiles
• Fixed an invisible edge on Shithouse that messed the Valley to enemy Balcony wall jump
• Fixed the stairs on Choke to surf normally

These are enough things to have an excuse to make a pro version[/quote]
these are fixes that can be made to the map but i think making a pro version for badlands just for these minor changes is unnecessary, similar to what sideshow said
35
#35
1 Frags +
• Fixed railings in Lobby and last to have disabled collision for bullets and projectiles

PRAISE BE

• Everything else

WHAT THE FUCK

[quote]• Fixed railings in Lobby and last to have disabled collision for bullets and projectiles[/quote]
PRAISE BE

[quote]• Everything else[/quote]
WHAT THE FUCK
36
#36
29 Frags +

http://puu.sh/nqiKG/473c3119ea.jpg

Honestly you kinda half assed most of the stuff i've seen so far, if you are going to clip over stuff why wouldn't you just clip the whole ceiling flat? Just covering random patches will just frustrate the hell out of players if they get bounced up there.

http://puu.sh/nqiNs/340eab2175.jpg

I see no reason to remove either of these spots.

http://puu.sh/nqiQF/5a5b11c301.jpg

If you're not going to have collison on a prop please don't randomly leave it on for others. Also if you do plan to remove collision I am sure many people would prefer you to remove the collision on the other near flat ceiling lights that basically only serve to fuck up movement.

http://puu.sh/nqiZh/3215128a2f.jpg

You 100% need to redo the clipping on this as it's honestly pretty terrible, can get caught on at least 2 places on this.

http://puu.sh/nqj74/330a97da2d.jpg

Not a huge issue but pretty sloppy

http://puu.sh/nqjaC/cb207d6a79.jpg

If you're going to do something like this I would suggest just reworking the props so that they are closer together, just adding a somewhat randomly shaped clip brush is pretty dumb imo.

http://puu.sh/nqjez/1fa0540919.jpg

Once again I don't see the reasoning for clipping this off.

http://puu.sh/nqjLv/aefc62d9f6.jpg

Not sure why you would clip over the back side of this either.

http://puu.sh/nqk9S/628a01698c.jpg

lol

http://puu.sh/nqjX5/849039d688.jpg

Displacements outside the map aren't lined up/are not rendering properly

http://puu.sh/nqjmj/c0d60a1f01.jpg

It looks like you clipped this (might be on stock badlands) but you didn't raise the brush to be flush so there is still a slight lip at the edge of patio, would probably better to blockbullet it either way to prevent any weird splash stuff.

http://puu.sh/nqjsx/c900e6ab73.jpg

Adding this mesh honestly just looks awful, normally in these posts I don't really comment on visuals but this is actually pretty disgusting looking, if you're trying to removing being able to shoot between the boxes (one of my favorite parts about the map) you should just put some blockbullet over them.

In all honesty I see absolutely no reason to have a Badlands pro, I do not think that there are currently enough flaws with the map to warrant having and playing a pro version. Personally I really dislike the alpine theme on this map since everything looks super out of place. I also disagree with almost all of the gameplay changes that you have made since none of them seem to actually really benefit gameplay except for maybe the slightly increased capture time on last point. If you do insist on going forward with this I would suggest asking around a bit before making any serious changes. One I do think you could get away with is going and making basically all of the ceiling lights nonsolid so that you do not get caught on them when jumping. Another is maybe changing around some of the ammo on the map, I think having medium ammo packs next to the health in house would be a good start since you can either get the small ones on mid or take the risk of going into house to get the larger health and ammo. As for other gameplay changes like I suggested above you should probably ask around before making these changes.

Also I believe there was already multiple "cp_badlands_pro_???" in the past so you might frustrate people who already have the map downloaded. Not sure what you would do to fix this this (Please don't call it something retarded like prolands).

[img]http://puu.sh/nqiKG/473c3119ea.jpg[/img]

Honestly you kinda half assed most of the stuff i've seen so far, if you are going to clip over stuff why wouldn't you just clip the whole ceiling flat? Just covering random patches will just frustrate the hell out of players if they get bounced up there.

[img]http://puu.sh/nqiNs/340eab2175.jpg[/img]

I see no reason to remove either of these spots.

[img]http://puu.sh/nqiQF/5a5b11c301.jpg[/img]

If you're not going to have collison on a prop please don't randomly leave it on for others. Also if you do plan to remove collision I am sure many people would prefer you to remove the collision on the other near flat ceiling lights that basically only serve to fuck up movement.

[img]http://puu.sh/nqiZh/3215128a2f.jpg[/img]

You 100% need to redo the clipping on this as it's honestly pretty terrible, can get caught on at least 2 places on this.

[img]http://puu.sh/nqj74/330a97da2d.jpg[/img]

Not a huge issue but pretty sloppy

[img]http://puu.sh/nqjaC/cb207d6a79.jpg[/img]

If you're going to do something like this I would suggest just reworking the props so that they are closer together, just adding a somewhat randomly shaped clip brush is pretty dumb imo.

[img]http://puu.sh/nqjez/1fa0540919.jpg[/img]

Once again I don't see the reasoning for clipping this off.

[img]http://puu.sh/nqjLv/aefc62d9f6.jpg[/img]

Not sure why you would clip over the back side of this either.

[img]http://puu.sh/nqk9S/628a01698c.jpg[/img]

lol

[img]http://puu.sh/nqjX5/849039d688.jpg[/img]

Displacements outside the map aren't lined up/are not rendering properly

[img]http://puu.sh/nqjmj/c0d60a1f01.jpg[/img]

It looks like you clipped this (might be on stock badlands) but you didn't raise the brush to be flush so there is still a slight lip at the edge of patio, would probably better to blockbullet it either way to prevent any weird splash stuff.

[img]http://puu.sh/nqjsx/c900e6ab73.jpg[/img]

Adding this mesh honestly just looks awful, normally in these posts I don't really comment on visuals but this is actually pretty disgusting looking, if you're trying to removing being able to shoot between the boxes (one of my favorite parts about the map) you should just put some blockbullet over them.

In all honesty I see absolutely no reason to have a Badlands pro, I do not think that there are currently enough flaws with the map to warrant having and playing a pro version. Personally I really dislike the alpine theme on this map since everything looks super out of place. I also disagree with almost all of the gameplay changes that you have made since none of them seem to actually really benefit gameplay except for maybe the slightly increased capture time on last point. If you do insist on going forward with this I would suggest asking around a bit before making any serious changes. One I do think you could get away with is going and making basically all of the ceiling lights nonsolid so that you do not get caught on them when jumping. Another is maybe changing around some of the ammo on the map, I think having medium ammo packs next to the health in house would be a good start since you can either get the small ones on mid or take the risk of going into house to get the larger health and ammo. As for other gameplay changes like I suggested above you should probably ask around before making these changes.

Also I believe there was already multiple "cp_badlands_pro_???" in the past so you might frustrate people who already have the map downloaded. Not sure what you would do to fix this this (Please don't call it something retarded like prolands).
37
#37
0 Frags +
Daggerhttp://images.akamai.steamusercontent.com/ugc/550933846706140209/208C8822EA39F37F2BED8BBCA05BF66EB987F9F9/

this fence needs clipping and on the other side

Thanks, I'll do that.

[quote=Dagger]http://images.akamai.steamusercontent.com/ugc/550933846706140209/208C8822EA39F37F2BED8BBCA05BF66EB987F9F9/

this fence needs clipping and on the other side[/quote]
Thanks, I'll do that.
38
#38
30 Frags +

With this skin they don't exactly look like badlands

https://upload.wikimedia.org/wikipedia/commons/3/31/Chinle_Badlands.jpg

With this skin they don't exactly look like [i]badlands[/i]

[img]https://upload.wikimedia.org/wikipedia/commons/3/31/Chinle_Badlands.jpg[/img]
39
#39
-5 Frags +
BenroadsAdding this mesh honestly just looks awful, normally in these posts I don't really comment on visuals but this is actually pretty disgusting looking, if you're trying to removing being able to shoot between the boxes (one of my favorite parts about the map) you should just put some blockbullet over them.

There is block bullet over the wires. The reason I added them is because I didn't want people to be confused and think they can shoot through the crates.

[quote=Benroads]Adding this mesh honestly just looks awful, normally in these posts I don't really comment on visuals but this is actually pretty disgusting looking, if you're trying to removing being able to shoot between the boxes (one of my favorite parts about the map) you should just put some blockbullet over them. [/quote]

There is block bullet over the wires. The reason I added them is because I didn't want people to be confused and think they can shoot through the crates.
40
#40
-6 Frags +

I honestly like these textures better except for the spire.

I honestly like these textures better except for the spire.
41
#41
9 Frags +

more like cp_GRASSLANDS_pro

more like cp_GRASSLANDS_pro
42
#42
14 Frags +

While the textures look nice, i'm not a fan of making every map look the same. We already have sunshine/process/product with similar textures, why change one of the few maps whose textures are good and remove the differentiation in the map pool?

The changes themselves dont seem bad though. If you kept the original textures, you might see valve adopt them as changes. The new textures unnecessarily increase the divide between our maps and their maps. Pitching fixes is good, especially by making a fixed version, reskinning whilst making a fixed version is not.

Please dont go through with the reskin.

While the textures look nice, i'm not a fan of making every map look the same. We already have sunshine/process/product with similar textures, why change one of the few maps whose textures are good and remove the differentiation in the map pool?

The changes themselves dont seem bad though. If you kept the original textures, you might see valve adopt them as changes. The new textures unnecessarily increase the divide between our maps and their maps. Pitching fixes is good, especially by making a fixed version, reskinning whilst making a fixed version is not.

Please dont go through with the reskin.
43
#43
17 Frags +

UPDATE

Decided to change the name to "cp_badlands_fixed" as it is a more appropriate name.
Theme changed back to desert from alpine. (The pro version will stay up on TF2Maps if anyone wants it)
Trashed some changes and now these are the only changes that are in the map.

• Fixed Spire collision mesh
• Fixed rails on Mid to splash properly
• Fixed all stairs to splash properly
• Fixed sticky bomb exploits
• Fixed railings in Lobby and last to have disabled collision for bullets and projectiles
• Fixed Last capture trigger to not extend beyond the capture zone
• Fixed the stairs on Choke to surf normally
• Fixed an invisible edge on Shithouse that messed the Valley to enemy Balcony wall jump
• Fixed fences that you could stand on that only existed on one team's choke
• Fixed some floating grass props

It would be great if Valve could apply these changes on the original badlands.
If anyone plans on playtesting this at some point, here is the download link.
DOWNLOAD

[b]UPDATE[/b]

Decided to change the name to "cp_badlands_fixed" as it is a more appropriate name.
Theme changed back to desert from alpine. [i](The pro version will stay up on TF2Maps if anyone wants it)[/i]
Trashed some changes and now these are the only changes that are in the map.

• Fixed Spire collision mesh
• Fixed rails on Mid to splash properly
• Fixed all stairs to splash properly
• Fixed sticky bomb exploits
• Fixed railings in Lobby and last to have disabled collision for bullets and projectiles
• Fixed Last capture trigger to not extend beyond the capture zone
• Fixed the stairs on Choke to surf normally
• Fixed an invisible edge on Shithouse that messed the Valley to enemy Balcony wall jump
• Fixed fences that you could stand on that only existed on one team's choke
• Fixed some floating grass props

It would be great if Valve could apply these changes on the original badlands.
If anyone plans on playtesting this at some point, here is the download link.
[url=https://www.dropbox.com/s/e9qjzjyhantldyd/cp_badlands_fixed_b1.zip?dl=0]DOWNLOAD[/url]
44
#44
-3 Frags +

-*~CONTROVERSIAL OPINION~*-

if for some dumb reason u wanna keep yr texture u should change the spire/hoodoos/etc into industrial features like catwalks or concrete pillars or something so that the clipping will be less slanty and unpredictable

also then you'd have a map that is justified in being different

EDIT: to expand on some shit you could do to actually make this different:

change the map to a swamp theme: this would maintain the original map's darker tone and make it look unique amongst all the other 6s maps

add water under the spire bridge: it's now a bit harder to hide like a gaylord forever and promotes prefiring and other neat stuff. Don't make it jumpable tho that's silly

replace all desert props with industrial ones: Spire becomes a big rocket with catwalks around it, hoodoos become little fuel stations or bridge supports, w/e, the weird slope all these props have is a buff to scout. If u make them flat, you buff the only class that actually takes skill (soldier), and also remove a lot of the gayness

change the bridge: make it concrete (thicker), remove the holes, and replace the train boxes with a some flat clipped logs or just one big long box to remove pixel gayness

make the shithouse ramp a staircase

make the panels next to dropdown solid: cosmetic but it bugs me how u can sometimes see through them but not shoot

remove the slippy slide surface under pride rock

if you dont open up the spire as a different prop, remove the cracks:fuck cracks in general and those are basically useless as something to shoot at

remove that railing on the balcony in mid:fuck railings

let people stand on the grain dispensers at mid:please

SUPER CONTROVERSIAL CHANGES: make this area more flat on a concrete surface and remove the slant and replace it with a wall and some stairs. idk about it as a change but if yr gonna experiment i think u should just pick parts of the map and fuck with them and see what sticks, and it would fit in with the other changes by making the area a little less awkward as far as footing goes

u could also try some wacky shit with the last point like reimplementing the hiding spots on last but moving the point back or removing the back paneling or leaving the glass on the bottom and making the top an open area that you can shoot up into. You could also play around with some sightlines to the point or holding spots

idk i feel like yr too scared to change things here, when this is more of a showpiece than a playable model anyway. It'd be much mroe interesting to see shit that is substantially different

-*~CONTROVERSIAL OPINION~*-

if for some dumb reason u wanna keep yr texture u should change the spire/hoodoos/etc into industrial features like catwalks or concrete pillars or something so that the clipping will be less slanty and unpredictable

also then you'd have a map that is justified in being different

EDIT: to expand on some shit you could do to actually make this different:

[b]change the map to a swamp theme[/b]: this would maintain the original map's darker tone and make it look unique amongst all the other 6s maps

[b]add water under the spire bridge[/b]: it's now a bit harder to hide like a gaylord forever and promotes prefiring and other neat stuff. Don't make it jumpable tho that's silly

[b]replace all desert props with industrial ones[/b]: Spire becomes a big rocket with catwalks around it, hoodoos become little fuel stations or bridge supports, w/e, the weird slope all these props have is a buff to scout. If u make them flat, you buff the only class that actually takes skill (soldier), and also remove a lot of the gayness

[b]change the bridge[/b]: make it concrete (thicker), remove the holes, and replace the train boxes with a some flat clipped logs or just one big long box to remove pixel gayness

[b]make the shithouse ramp a staircase[/b]

[b]make the panels next to dropdown solid[/b]: cosmetic but it bugs me how u can sometimes see through them but not shoot

[b]remove the slippy slide surface under pride rock[/b]

[b]if you dont open up the spire as a different prop, remove the cracks[/b]:fuck cracks in general and those are basically useless as something to shoot at

[b]remove that railing on the balcony in mid[/b]:fuck railings

[b] let people stand on the grain dispensers at mid[/b]:please

[b][url=http://i.imgur.com/ipvKjrD.jpg]SUPER CONTROVERSIAL CHANGES[/url][/b]: make this area more flat on a concrete surface and remove the slant and replace it with a wall and some stairs. idk about it as a change but if yr gonna experiment i think u should just pick parts of the map and fuck with them and see what sticks, and it would fit in with the other changes by making the area a little less awkward as far as footing goes

u could also try some wacky shit with the last point like reimplementing the hiding spots on last but moving the point back or removing the back paneling or leaving the glass on the bottom and making the top an open area that you can shoot up into. You could also play around with some sightlines to the point or holding spots

idk i feel like yr too scared to change things here, when this is more of a showpiece than a playable model anyway. It'd be much mroe interesting to see shit that is substantially different
45
#45
6 Frags +

http://i.imgur.com/QCr4Q44.png

weird ass lighting around last point

http://i.imgur.com/mMc0KVx.png

odd texturing/lighting

http://i.imgur.com/wOq0NAo.png

doorframes & railings are super shiny (not sure if because of lighting or textures or what)

http://images.akamai.steamusercontent.com/ugc/312243491186447744/F785AEF7FE8553607CE43C83B34BF7129CB25549/

honestly have no idea what's going on here but shit is trippy and the door doesn't work from the outside or the inside

http://images.akamai.steamusercontent.com/ugc/312243491186447827/A6953DB5E046BA1874E09EECF5D1B1D5565CB25E/

again the door is super shiny for whatever reason

http://images.akamai.steamusercontent.com/ugc/312243491186448050/0BEE158E172AA73383EDCC9AC731B1ED6CE2D78F/

not sure if this is just me/my config but spire looks really out of place here, looks much brighter than the ground below it

http://images.akamai.steamusercontent.com/ugc/312243491186448050/0BEE158E172AA73383EDCC9AC731B1ED6CE2D78F/

again, as ben said these meshes look hideous and I see no reason to remove the ability to shoot through the crates

http://images.akamai.steamusercontent.com/ugc/312243491186448239/7C1591775EF213E39D923FE2CF7DD69008A7DF3A/

no clue what's going on here but the bush looks wierd

http://images.akamai.steamusercontent.com/ugc/312243491186448337/7BC68E0725A7E6EE1ED87810CAFDAF1CD2F12AE2/

weird bushes again

http://images.akamai.steamusercontent.com/ugc/312243491186446667/A24F6004449305912F5DDEA9460DE311F3FFBABC/

floating bush?

http://images.akamai.steamusercontent.com/ugc/312243491186446780/E2CA4E2F7DB15E621CEFF5E5B67CBC7B599111D3/

not sure how hard it is to mirror, but this is only on the red side (imo the hiding spot itself isn't that useful and is hard to get onto but I see no reason to remove it)

http://images.akamai.steamusercontent.com/ugc/312243491186445442/EA1C23F3806AE0B159879A933110AE0D0985547A/

this spot as well is only on red side, the clipping is kind of screwy but imo it should be kept and probably mirrored onto blue side

http://images.akamai.steamusercontent.com/ugc/312243491186445027/03B22F99575705F54E7D2629775146B69DD1A293/

you can shoot through into choke a little bit but most of the time, unless you shoot far enough to the left, the rocket disappears (don't know enough about mapping to tell why)

http://images.akamai.steamusercontent.com/ugc/312243491186446016/BCBFAA2262A98ABD41DFA3408E7FD4F9D5A786D0/

this spot also allows you to see through walls into the enemy house (not a huge deal because it's so rarely used and situational

http://images.akamai.steamusercontent.com/ugc/312243491186445680/8CFB257BEE3DFBF1A90A0527911DE56A275646EC/

by moving around you can see into the health pack room and even into diag (forgot to get a screenshot of the health pack area)

http://images.akamai.steamusercontent.com/ugc/312243491186444144/9D1C138E558B5CDAF355556D93D815A10E179D00/

blu side has a different vent thing

http://images.akamai.steamusercontent.com/ugc/312243491186443820/69743169E9160CF54107141E8EE8E9C2E97890CF/

as people have said, no idea why you decided to remove this ledge on the side of spire

http://images.akamai.steamusercontent.com/ugc/312243491186443495/7ED9B3032C174B147AFF913D196A3CDF035D1C2D/

not sure what you changed with the lighting but diag looks really dark to me

http://images.akamai.steamusercontent.com/ugc/312243491186493797/23CBEA10C68B2B4B9FC248C227244FB9AE0AF11A/

http://puu.sh/nqmOW/4c524e7fac.jpg

second image courtesy of benroads
should probably just clip the wall so you don't get caught on the roof

I like that you made the stairs ramps and made the railing in lobby shootable through
definitely not a fan of a changed color scheme, no need to change it from the original look
if you're going to call it badlands_fixed you shouldn't introduce major changes (like elliott is suggesting)
if you want to go down that route just call it cp_badlands_heresy

eeeremove that railing on the balcony in mid:fuck railings

definitely disagree here, there's nothing wrong with them and people are used to having them there for doing the jump to diag
removing them would also open up new jumps like speedshotting off the platform and flying onto unsuspecting flank members
plus it would look wierd to have it just be a flat platform

edit:what exactly are the sticky exploits that you removed?

[img]http://i.imgur.com/QCr4Q44.png[/img]
weird ass lighting around last point
[img]http://i.imgur.com/mMc0KVx.png[/img]
odd texturing/lighting
[img]http://i.imgur.com/wOq0NAo.png[/img]
doorframes & railings are super shiny (not sure if because of lighting or textures or what)
[img]http://images.akamai.steamusercontent.com/ugc/312243491186447744/F785AEF7FE8553607CE43C83B34BF7129CB25549/[/img]
honestly have no idea what's going on here but shit is trippy and the door doesn't work from the outside or the inside
[img]http://images.akamai.steamusercontent.com/ugc/312243491186447827/A6953DB5E046BA1874E09EECF5D1B1D5565CB25E/[/img]
again the door is super shiny for whatever reason
[img]http://images.akamai.steamusercontent.com/ugc/312243491186448050/0BEE158E172AA73383EDCC9AC731B1ED6CE2D78F/[/img]
not sure if this is just me/my config but spire looks really out of place here, looks much brighter than the ground below it
[img]http://images.akamai.steamusercontent.com/ugc/312243491186448050/0BEE158E172AA73383EDCC9AC731B1ED6CE2D78F/[/img]
again, as ben said these meshes look hideous and I see no reason to remove the ability to shoot through the crates
[img]http://images.akamai.steamusercontent.com/ugc/312243491186448239/7C1591775EF213E39D923FE2CF7DD69008A7DF3A/[/img]
no clue what's going on here but the bush looks wierd
[img]http://images.akamai.steamusercontent.com/ugc/312243491186448337/7BC68E0725A7E6EE1ED87810CAFDAF1CD2F12AE2/[/img]
weird bushes again
[img]http://images.akamai.steamusercontent.com/ugc/312243491186446667/A24F6004449305912F5DDEA9460DE311F3FFBABC/[/img]
floating bush?
[img]http://images.akamai.steamusercontent.com/ugc/312243491186446780/E2CA4E2F7DB15E621CEFF5E5B67CBC7B599111D3/[/img]
not sure how hard it is to mirror, but this is only on the red side (imo the hiding spot itself isn't that useful and is hard to get onto but I see no reason to remove it)
[img]http://images.akamai.steamusercontent.com/ugc/312243491186445442/EA1C23F3806AE0B159879A933110AE0D0985547A/[/img]
this spot as well is only on red side, the clipping is kind of screwy but imo it should be kept and probably mirrored onto blue side
[img]http://images.akamai.steamusercontent.com/ugc/312243491186445027/03B22F99575705F54E7D2629775146B69DD1A293/[/img]
you can shoot through into choke a little bit but most of the time, unless you shoot far enough to the left, the rocket disappears (don't know enough about mapping to tell why)
[img]http://images.akamai.steamusercontent.com/ugc/312243491186446016/BCBFAA2262A98ABD41DFA3408E7FD4F9D5A786D0/[/img]
this spot also allows you to see through walls into the enemy house (not a huge deal because it's so rarely used and situational
[img]http://images.akamai.steamusercontent.com/ugc/312243491186445680/8CFB257BEE3DFBF1A90A0527911DE56A275646EC/[/img]
by moving around you can see into the health pack room and even into diag (forgot to get a screenshot of the health pack area)
[img]http://images.akamai.steamusercontent.com/ugc/312243491186444144/9D1C138E558B5CDAF355556D93D815A10E179D00/[/img]
blu side has a different vent thing
[img]http://images.akamai.steamusercontent.com/ugc/312243491186443820/69743169E9160CF54107141E8EE8E9C2E97890CF/[/img]
as people have said, no idea why you decided to remove this ledge on the side of spire
[img]http://images.akamai.steamusercontent.com/ugc/312243491186443495/7ED9B3032C174B147AFF913D196A3CDF035D1C2D/[/img]
not sure what you changed with the lighting but diag looks really dark to me
[img]http://images.akamai.steamusercontent.com/ugc/312243491186493797/23CBEA10C68B2B4B9FC248C227244FB9AE0AF11A/[/img]
[img]http://puu.sh/nqmOW/4c524e7fac.jpg[/img]
second image courtesy of benroads
should probably just clip the wall so you don't get caught on the roof

I like that you made the stairs ramps and made the railing in lobby shootable through
definitely not a fan of a changed color scheme, no need to change it from the original look
if you're going to call it badlands_fixed you shouldn't introduce major changes (like elliott is suggesting)
if you want to go down that route just call it cp_badlands_heresy
[quote=eee]remove that railing on the balcony in mid:fuck railings[/quote]
definitely disagree here, there's nothing wrong with them and people are used to having them there for doing the jump to diag
removing them would also open up new jumps like speedshotting off the platform and flying onto unsuspecting flank members
plus it would look wierd to have it just be a flat platform

edit:what exactly are the sticky exploits that you removed?
46
#46
koth_product
4 Frags +

Ay-ay-ay, you're introducing more lighting problems than the fixes are worth. Also your release is 58mb when the map is supposed to be under 30mb. Look, I don't mean to be a poolord raining on someone's parade but making a pro maps requires a lot of work and a lot of knowledge on all the intricacies of the engine. This means that you must have a solid grasp of every best practice in mapping and even more if the map is going to be worthwhile. To convince valve that it's worth updating to a "pro" variant of a map (if there's going to be any hope at all), you'd have to convince them that the community is better at maintaining their map than they are. Basically, you have to know your stuff and always be on your A-game. You can't start working on badlands as a project and figure out things along the way. Maybe it's just me being harsh on myself, but even after having made product damn near perfect, I feel today that the community deserved better and that the project could have been handled more professionally. I wish I had known better back then.
So, honestly, if the undertaking of fixing badlands was to be started today, the project should be using version control and probably be open source. When done correctly, each modification made is self documented and transparent. This goes a long way into showing professionalism.

biscuitsI have an fps config too and spire looks the same. The problem with decompiled versions of maps is that even when you compile them with VBCT's Final mode you never know what compile settings Valve used when compiling.

this sentence alone worries me a lot, If you make a pro map, you're expected to be able to figure out what compile options valve has used. The compiler isn't that complicated. Also, decompiled vmfs are terrible and contain a lot of faulty information, the original vmf provided by valve for reference should be used instead or you're just shooting yourself in both feet. Sadly with today's undocumented badlands update tho, that vmf is no longer in sync with the current version (I think only the MM score screen podium room thing was added tho. Not that it's a huge deal anyways).

Ay-ay-ay, you're introducing more lighting problems than the fixes are worth. Also your release is 58mb when the map is supposed to be under 30mb. Look, I don't mean to be a poolord raining on someone's parade but making a pro maps requires a lot of work and a lot of knowledge on all the intricacies of the engine. This means that you must have a solid grasp of every best practice in mapping and even more if the map is going to be worthwhile. To convince valve that it's worth updating to a "pro" variant of a map (if there's going to be any hope at all), you'd have to convince them that the community is better at maintaining their map than they are. Basically, you have to know your stuff and always be on your A-game. You can't start working on badlands as a project and figure out things along the way. Maybe it's just me being harsh on myself, but even after having made product damn near perfect, I feel today that the community deserved better and that the project could have been handled more professionally. I wish I had known better back then.
So, honestly, if the undertaking of fixing badlands was to be started today, the project should be using version control and probably be open source. When done correctly, each modification made is self documented and transparent. This goes a long way into showing professionalism.

[quote=biscuits]
I have an fps config too and spire looks the same. The problem with decompiled versions of maps is that even when you compile them with VBCT's Final mode you never know what compile settings Valve used when compiling.[/quote]
this sentence alone worries me a lot, If you make a pro map, you're expected to be able to figure out what compile options valve has used. The compiler isn't that complicated. Also, decompiled vmfs are terrible and contain a lot of faulty information, the original vmf provided by valve for reference should be used instead or you're just shooting yourself in both feet. Sadly with today's undocumented badlands update tho, that vmf is no longer in sync with the current version (I think only the MM score screen podium room thing was added tho. Not that it's a huge deal anyways).
47
#47
-3 Frags +

dont change the location, put is back to desert

cool job anyways

dont change the location, put is back to desert

cool job anyways
48
#48
-1 Frags +

Really doubt .2 seconds extra on last time is enough to change anything about it but it's a step in the right direction, cap needs to be doubled IMO and it fixes the worst thing about the map

Really doubt .2 seconds extra on last time is enough to change anything about it but it's a step in the right direction, cap needs to be doubled IMO and it fixes the worst thing about the map
49
#49
-9 Frags +
lucrativeReally doubt .2 seconds extra on last time is enough to change anything about it but it's a step in the right direction, cap needs to be doubled IMO and it fixes the worst thing about the map

no

[quote=lucrative]Really doubt .2 seconds extra on last time is enough to change anything about it but it's a step in the right direction, cap needs to be doubled IMO and it fixes the worst thing about the map[/quote]
no
50
#50
9 Frags +
flufnlucrativeReally doubt .2 seconds extra on last time is enough to change anything about it but it's a step in the right direction, cap needs to be doubled IMO and it fixes the worst thing about the mapno

How constructive of you

[quote=flufn][quote=lucrative]Really doubt .2 seconds extra on last time is enough to change anything about it but it's a step in the right direction, cap needs to be doubled IMO and it fixes the worst thing about the map[/quote]
no[/quote]

How constructive of you
51
#51
3 Frags +
bearodactyledit:what exactly are the sticky exploits that you removed?

sticky bomb exploits

[quote=bearodactyl]edit:what exactly are the sticky exploits that you removed?[/quote]
[url=http://webm.host/8498d/vid.webm]sticky bomb exploits[/url]
52
#52
8 Frags +

UPDATE

Thanks for the feedback, I kind of released B1 in a rush.
B2 has fixed all mirroring, lighting and area portal errors.
Below you can see all the changes done so far.

• Fixed Last capture trigger extending beyond the capture zone
• Fixed Spire collision mesh (clipping)
• Fixed rails on Mid to splash properly (clipping)
• Fixed cracks between crates on Mid to splash properly (clipping)
• Fixed all stairs to splash properly (clipping)
• Fixed sticky bomb exploits (clipping)
• Fixed railings in Lobby and Last to have disabled collision for bullets and projectiles (clipping)
• Fixed the stairs on Choke to surf normally (clipping)
• Fixed an invisible edge on Shithouse that messed the Valley to enemy Balcony wall jump (clipping)
• Fixed skull hiding spot that was only on RED House (mirroring)
• Fixed fences that you could stand on that only existed on one team's Choke (mirroring)
• Fixed clipping on the grain machine on BLU Valley (mirroring)
• Fixed clipping on the grain machine on top of RED Haunter(mirroring)

Feel free to playtest this and see for yourself if the changes were necessary.

DOWNLOAD
MIRROR

[b]UPDATE[/b]

Thanks for the feedback, I kind of released B1 in a rush.
B2 has fixed all mirroring, lighting and area portal errors.
Below you can see all the changes done so far.

• Fixed Last capture trigger extending beyond the capture zone
• Fixed Spire collision mesh [i](clipping)[/i]
• Fixed rails on Mid to splash properly [i](clipping)[/i]
• Fixed cracks between crates on Mid to splash properly [i](clipping)[/i]
• Fixed all stairs to splash properly [i](clipping)[/i]
• Fixed sticky bomb exploits [i](clipping)[/i]
• Fixed railings in Lobby and Last to have disabled collision for bullets and projectiles [i](clipping)[/i]
• Fixed the stairs on Choke to surf normally [i](clipping)[/i]
• Fixed an invisible edge on Shithouse that messed the Valley to enemy Balcony wall jump [i](clipping)[/i]
• Fixed skull hiding spot that was only on RED House [i](mirroring)[/i]
• Fixed fences that you could stand on that only existed on one team's Choke [i](mirroring)[/i]
• Fixed clipping on the grain machine on BLU Valley [i](mirroring)[/i]
• Fixed clipping on the grain machine on top of RED Haunter[i](mirroring)[/i]

Feel free to playtest this and see for yourself if the changes were necessary.

[h][url=https://www.dropbox.com/s/ic5uw4b1bort5y5/cp_badlands_fixed_b2.rar?dl=0]DOWNLOAD[/url][/h]
[i][url=https://drive.google.com/file/d/0BwKoYyaJgKcsQjlINHV2VTItVVk/view]MIRROR[/url][/i]
53
#53
4 Frags +

http://puu.sh/nsROo/f07fb98631.jpg

whoaaa (red side shutter in lobby)

http://puu.sh/nsROC/5a6be50e12.jpg

idk if you tried to put this back, but there's a pixel walk on the back of the metal sheet on spire. that's about as far as i can get without falling off. (from right to left)

Martythere's also this dumb thing that pushes you outward for no reason
https://youtu.be/YnWRXb7Hgjw

this also still exists. forgot to mention it's on the blue's side of mid if that helps.

https://youtu.be/lcMTdHCUZlk

idk if this exists in the original badlands but you can get caught on parts of the last. looks like maybe the railings aren't clipped? idk i'm not an expert. just a small thing that bothers me

[img]http://puu.sh/nsROo/f07fb98631.jpg[/img]
whoaaa (red side shutter in lobby)

[img]http://puu.sh/nsROC/5a6be50e12.jpg[/img]
idk if you tried to put this back, but there's a pixel walk on the back of the metal sheet on spire. that's about as far as i can get without falling off. (from right to left)

[quote=Marty]there's also this dumb thing that pushes you outward for no reason
[youtube]https://youtu.be/YnWRXb7Hgjw[/youtube][/quote]
this also still exists. forgot to mention it's on the blue's side of mid if that helps.

[youtube]https://youtu.be/lcMTdHCUZlk[/youtube]
idk if this exists in the original badlands but you can get caught on parts of the last. looks like maybe the railings aren't clipped? idk i'm not an expert. just a small thing that bothers me
54
#54
4 Frags +
Martyhttp://puu.sh/nsROo/f07fb98631.jpg
whoaaa (red side shutter in lobby)

Probably a shitty areaportal

Martyhttps://youtu.be/lcMTdHCUZlk
idk if this exists in the original badlands but you can get caught on parts of the last. looks like maybe the railings aren't clipped? idk i'm not an expert. just a small thing that bothers me

The railings aren't clipped in the original badlands either. The problem with the last is that it is circular and brush-based, which TF2 has problems with. You can get stuck to the side of Lighthouse on sunshine for the same reason too, pressing into curved brushes screws with the game. Nothing us as mappers can really do about it, it's a problem valve has to fix (unlikely).

[quote=Marty][img]http://puu.sh/nsROo/f07fb98631.jpg[/img]
whoaaa (red side shutter in lobby)[/quote]

Probably a shitty areaportal

[quote=Marty][youtube]https://youtu.be/lcMTdHCUZlk[/youtube]
idk if this exists in the original badlands but you can get caught on parts of the last. looks like maybe the railings aren't clipped? idk i'm not an expert. just a small thing that bothers me[/quote]

The railings aren't clipped in the original badlands either. The problem with the last is that it is circular and brush-based, which TF2 has problems with. You can get stuck to the side of Lighthouse on sunshine for the same reason too, pressing into curved brushes screws with the game. Nothing us as mappers can really do about it, it's a problem valve has to fix (unlikely).
55
#55
5 Frags +

First of all, thanks for putting in the time and effort to update badlands.

I didn't get a chance to play this yet and I don't see it in the comments, but did you remove the cracks at mid? They drive me crazy.

First of all, thanks for putting in the time and effort to update badlands.

I didn't get a chance to play this yet and I don't see it in the comments, but did you remove the cracks at mid? They drive me crazy.
56
#56
2 Frags +

The cracks between the crates have been clipped with block bullet + wires to indicate that they cannot be shot through.
I will fix the area portal problem tonight, I wasn't aware paste special screwed up after I saw the compile log.
Also yes, I removed the clipping on the spire's fence.

The cracks between the crates have been clipped with block bullet + wires to indicate that they cannot be shot through.
I will fix the area portal problem tonight, I wasn't aware paste special screwed up after I saw the compile log.
Also yes, I removed the clipping on the spire's fence.
57
#57
0 Frags +

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

[img]http://i.imgur.com/pVBBfCZ.jpg[/img]
58
#58
1 Frags +

Good job so far however I just don't like the Alpine theme, I feel like every map is doing it now (process, product, sunshine, logjam to some extend).

Any other desert theme or even the before mentioned swamp theme should work much better.

Good job so far however I just don't like the Alpine theme, I feel like every map is doing it now (process, product, sunshine, logjam to some extend).

Any other desert theme or even the before mentioned swamp theme should work much better.
59
#59
5 Frags +

UPDATE

B3 gets rid of all area portal problems and fixed some more floating grass props on Middle.
These are all the changes so far.

• Fixed Spire collision mesh (clipping)
• Fixed rails on Mid to splash properly (clipping)
• Fixed cracks between crates on Mid to splash properly (clipping)
• Fixed all stairs to splash properly (clipping)
• Fixed sticky bomb exploits (clipping)
• Fixed railings in Lobby and Last to have disabled collision for bullets and projectiles (clipping)
• Fixed the stairs on Choke to surf normally (clipping)
• Fixed an invisible edge on Shithouse that messed the Valley to enemy Balcony wall jump (clipping)
• Fixed skull hiding spot that was only on RED House (mirroring)
• Fixed fences that you could stand on that only existed on one team's Choke (mirroring)
• Fixed clipping on the grain machine on BLU Valley (mirroring)
• Fixed clipping on the grain machine on top of RED Haunter (mirroring)
• Fixed Last capture trigger extending beyond the capture zone (other)
• Fixed some floating props (other)

Feel free to playtest this and see for yourself if the changes were necessary.

DOWNLOAD
MIRROR

[b]UPDATE[/b]

B3 gets rid of all area portal problems and fixed some more floating grass props on Middle.
These are all the changes so far.

• Fixed Spire collision mesh [i](clipping)[/i]
• Fixed rails on Mid to splash properly [i](clipping)[/i]
• Fixed cracks between crates on Mid to splash properly [i](clipping)[/i]
• Fixed all stairs to splash properly [i](clipping)[/i]
• Fixed sticky bomb exploits [i](clipping)[/i]
• Fixed railings in Lobby and Last to have disabled collision for bullets and projectiles [i](clipping)[/i]
• Fixed the stairs on Choke to surf normally [i](clipping)[/i]
• Fixed an invisible edge on Shithouse that messed the Valley to enemy Balcony wall jump [i](clipping)[/i]
• Fixed skull hiding spot that was only on RED House [i](mirroring)[/i]
• Fixed fences that you could stand on that only existed on one team's Choke [i](mirroring)[/i]
• Fixed clipping on the grain machine on BLU Valley [i](mirroring)[/i]
• Fixed clipping on the grain machine on top of RED Haunter [i](mirroring)[/i]
• Fixed Last capture trigger extending beyond the capture zone [i](other)[/i]
• Fixed some floating props [i](other)[/i]

Feel free to playtest this and see for yourself if the changes were necessary.

[h][url=https://www.dropbox.com/s/a9zqsnxdy2965dr/cp_badlands_fixed_b3.rar?dl=0]DOWNLOAD[/url][/h]
[i][url=https://drive.google.com/file/d/0BwKoYyaJgKcsamdFazNCR3NBd28/view]MIRROR[/url][/i]
60
#60
2 Frags +
SetletGood job so far however I just don't like the Alpine theme, I feel like every map is doing it now (process, product, sunshine, logjam to some extend).

Any other desert theme or even the before mentioned swamp theme should work much better.

I should probably start a new thread with the fixed version I made. Basically the fixed version keeps the same layout and theme and only removes clipping and mirroring mistakes.

[quote=Setlet]Good job so far however I just don't like the Alpine theme, I feel like every map is doing it now (process, product, sunshine, logjam to some extend).

Any other desert theme or even the before mentioned swamp theme should work much better.[/quote]

I should probably start a new thread with the fixed version I made. Basically the fixed version keeps the same layout and theme and only removes clipping and mirroring mistakes.
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