KevinIsPwndon't call me lazy because i agreed with someone that the naming scheme of a project might be slightly misleading. ego much?
dude spend 87 hours on the map
if you have any real feedback pls go to the gullywash thread
| Account Details | |
|---|---|
| SteamID64 | 76561198061316177 |
| SteamID3 | [U:1:101050449] |
| SteamID32 | STEAM_0:1:50525224 |
| Country | Australia |
| Signed Up | September 2, 2015 |
| Last Posted | June 23, 2026 at 4:20 AM |
| Posts | 150 (0 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | 1.2 |
| Windows Sensitivity | 6 |
| Raw Input | 1 |
DPI |
800 |
Resolution |
1920x1080 |
Refresh Rate |
144 |
| Hardware Peripherals | |
|---|---|
| Mouse | gpro superlight |
| Keyboard | Ducky browns |
| Mousepad | Qck + |
| Headphones | audio technica ath-m50x |
| Monitor | |
KevinIsPwndon't call me lazy because i agreed with someone that the naming scheme of a project might be slightly misleading. ego much?
dude spend 87 hours on the map
if you have any real feedback pls go to the gullywash thread
AdnurakHeaps of feedback :o
big thankies, will be making sure I fix up all of these, kinda hoped I could get away with the see through wall on second, guess I got a bit too keen on optimization. will get the update out tomorrow :)
also glad someone has spotted the secret :p
B17
Thanks to everyone that played the CappingTV Summer Brawl and played Mannbase. The feedback I've received has helped me gauge what the community wants from the map.
B17 contains quite a few changes to middle and various changes to areas around the map.
This isn't an incredibly large update as I'm trying to be cautious with large changes after people are just learned the map.
General changes:
• Small optimizations.
• New clipping.
• 3D Skybox lil more interesting
Middle:
• New ledge/window in IT.
• Compacted the area outside quake room and changed the platform into a rock structure.
• New ledge outside quake room.
• New pipe to stand on above IT.
• Removed texture bug.
Second:
• Rock added.
• Pipe added to assist players on the little step up.
Last:
• Added a new wall outside spawn to make last feel shorter.
• Removed sentry spot next to the same wall.
Qauke Room:
• Moved the health pack to assist different demo rollouts.
Lobby:
• New pipes to offer cover and a new way to duke. (did this because while lobby does feel quite large I didn't want to actually make it smaller if this isn't enough then Ill make some more extreme changes.)
• Changed the window to a darker shade so it looks more like a window and less like a hole in the wall.
• Changes lighting.
Window Room:
• New pipe and
liasI have always been sus of eli/mxr circlejerk, but I'm not sure that outwieghs my distrust of rgl. I think if you're gonna ban someone for cheating you should provide the community with the material used in the decision making. This is a great opportunity for RGL to show some fucking spine and defend their decision.
this sounds a like great way for cheaters to learn how to hide their cheats
B16
Large update to further ready the map for the upcoming summer brawl.
Most fixes have been for camera work to be slightly improved but also to just make the map look nicer.
• Added OOB area on last
• Detailed last
• Detailed choke
• Detailed mid
• Changed green pipes to black/white ones
• Better HDR
• Better Lighting
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B16a
Largeish update to further ready the map for the upcoming summer brawl.
Most changes are optimization but there are also a few graphical changes around the map, this should be the last change before the summer brawl.
• Detailed lower lobby.
• Detailed above lobby.
• Added nebula to red side in 3d the skybox.
• Added details in window room.
• Added details to lobby.
• Added rocks around the map.
• Added vents around the map.
• Raised wall next to the mini hp in middle.
• Lowered HDR intensity.
KoolKroc27 : *kissies you*
KoolKroc27 : *farts on pyro*
B15a
Small update to refine a few things.
Fixed up general brushwork and some texture inconsistencies.
Lobby:
• Replaced window with solid wall/detailing, this was done due to some glitchiness
Choke:
• Replaced pipe with ramp also due to glitchiness.
----------------------------------------------------------------------------------------------------------------------
B15b - Visibility Update
• Made mid brighter.
• Plants have returned to quake room to make it more unique.
• Improved lighting in quakeroom/second/mid
----------------------------------------------------------------------------------------------------------------------
B15c - ready for league play update
• Clipping issues fixed
B14
Small update meant to improve the fight at choke and sightlines on last.
rgl forum thread here: https://forums.rgl.gg/topic/459/cp_mannbase
Middle:
• Extended ledge on quake room balc
Second:
• New ledge
Last:
• Closed off sightline on left and sightline to under
_flacglad to see the jump-pad is back ;D
mannbase deserves more attention, I'm loving b12b so far!
Yeah, so I've been thinking about this a lil. I don't really mind so much that people aren't replying, I kinda understand why and I don't blame them. Community members putting their own time into a project that probably won't affect them is a bit of a rare gift for mappers. It's not like I believe I have the right to feedback, I don't.
The map is getting downloads on tf2maps.net and is being playtested fairly often, and afaik is being enjoyed by enough people that I feel I don't really need the feedback from TFTV users (Don't get me wrong, I'd fucking love some). I'm happy with the development and feedback it's getting, doesn't need to be from here. Despite the lack of attention it's getting on TFTV, I keep this thread updated in case there is a TFTV user that is watching this thread.
I have worried that posting updates is somewhat spammy but eh fuck it.
I'll keep updating it until I stop updating it.
B12
I've had many people complain that the map feels quite large. I haven't actually compared the map to other 6s maps, however, I feel this is more a feeling of areas being large rather them actually being larger. So this update has mostly been a focus on second/choke. However, there are changes to other areas:
Middle:
• Shacks size increased
• New ledge on the outside of quake room
Second:
• Moved health and ammo closer to choke
• Fortified the point
• Closed off sniper angles
Lobby:
• Opened up the high ground in lobby but cutting a platform out of the wall
Choke:
• Moved med hp/ammo
• Added back route, except in different spot and has a jump-pad
I'm hoping that these changes will make the choke fight and flank fight feel a bit more focused.
I'm also hoping that the choke gets reduced in size due to the change of placement of the medium hp pack and the placement of the jump pad.
B11
Working on transitions and improving the midfight. Also improved the 2dskybox for those that turn it off.
I made a vid to show some rollout ideas: here
Screens
Download
Middle:
• Added ledge for soldiers to use
• Increased height of the wall to make high bombs easier.
• Change medium hp pack to small (not sure about this change)
• Removed sign
• Made the floor flatter
Second:
• A new balcony added intended to make the area feel a bit more "more". Often found capping the point and stopping the enemy team from entering from the lobby was quite awkward, hopefully, the balcony helps the area feel a bit more "controllable" for both teams.
Last:
• Changed left sign (defender persp) to improve the rollout and to make it feel better to play in
• Cleared up right side to improve sacs
• Moved under from left to right to also improve sacs (this also increases walk time from lower to lobby to make scouts a bit
less powerful when sacing into lobby from last)
Choke
• Removed doorway, intended to simplify the choke fight. Also will make it simpler to push middle. (might make it more difficult will be keeping a close eye on this)
Quake Room
• Moved the trigger for the window shutter further back to stop people from hiding up there
B10a
Wanted to try and hone-in on a visual style. Looks like I've figured it out.
Middle:
• Cleaned up sign
Second:
• Removed Jump-pad
• Improved detailing on the spire
• Players can now climb their way into the window room
• Large OOB detail area added
Last:
• Visibility improvements
• Swamped fences for glass
• Raised OOB area slightly
Choke:
• New detailing
ILLEGALELEPHANTGUNyeah thats a mindset, youre not crippled. go outside.
carnaticumlmfao ppl rly being born in america having the privilege to post on niche Internet forums being depressed bro it’s literally all on u. nothing excites you or makes you happy? That’s your fault, you literally can do more things than 99% of the world bro stop playing games, stop posting lachrymose bait on tftv and go do something active.
ILLEGALELEPHANTGUNliterally this but a bunch of limp wrist softbois are downvoting us
Yo, b9 is here.
Expect b9a very soon with more small changes
Changelog:
General:
Many fixes
Boxes
Middle:
· Added new terrain
· Moved boxes
· Added boxes
· More/diff lighting
Second:
· Basically the same
Last:
· Less sentry spots
· Spawn has been moved forward
Choke:
· New window into IT
IT:
· New window into choke (hopefully this fixes flanks)
Oh crap, forgot you dm'd me to look at this. Honsetly the map is looks pretty interesting. Middle, second and the area in between is really cool. It has been a while since I've looked at it but my main feedback is to maybe make it a bit clearer where clipping is (I think there were a few fences and corners that had some weird clipping).
The other point is I don't know if having an entrance into last being open to the skybox is a great idea. I'm sure demos and sollys would love it, but good luck to the defending team, no way they keep their uber.
I think a way to take change last is to "fortify it" give teams more stuff to use to defend, up to you how you do that.