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Thread: cp_follower - 5-CP Alpine

  1. #1
    More Focused Vilepickle seems not to be totally full of crap Vilepickle seems not to be totally full of crap Vilepickle seems not to be totally full of crap
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    Default cp_follower - 5-CP Alpine

    You may be interested in my new map entitled cp_follower. Regardless if your server uses custom maps widely or not, this map is meant to be similar to Valve's 5-CP maps, particularly Badlands and Granary, so it may be worth a shot.

    It is currently in beta, and I am posting on several forums, so I may not be able to get back around to all my stops when I update the map. I am thus making a general post about the map in hopes that you may be able to get the latest version from here. I'd appreciate any feedback you can provide on the map.

    Download/Screenshots (updated immediately on new releases):
    http://www.vilepickle.com/map/screens/tf2_cp_follower/

    Thanks!

  2. #2
    Super Focused PANDAmonium's Avatar PANDAmonium is contributing nicely PANDAmonium is contributing nicely PANDAmonium is contributing nicely PANDAmonium is contributing nicely PANDAmonium is contributing nicely PANDAmonium is contributing nicely PANDAmonium is contributing nicely
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    This map looked pretty cool in screenies. I didn't get a chance to run through it yet, but it seemed promising. I wanted to try it out in 6 on 6 play, given that it was a 5 point push, but it seems big enough to provide decent 12 on 12 play too.

  3. #3
    More Focused Vilepickle seems not to be totally full of crap Vilepickle seems not to be totally full of crap Vilepickle seems not to be totally full of crap
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    Updated to beta 5 tonight. Hopefully the last beta for a while for extended feedback.

  4. #4
    More Focused Vilepickle seems not to be totally full of crap Vilepickle seems not to be totally full of crap Vilepickle seems not to be totally full of crap
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    Updated to b6. Found a spawn timer imbalance which was a pretty big bug and wanted to patch it up quickly.

  5. #5
    Super Focused Lyramion is just really nice Lyramion is just really nice Lyramion is just really nice Lyramion is just really nice Lyramion is just really nice Lyramion is just really nice Lyramion is just really nice Lyramion is just really nice Lyramion is just really nice Lyramion is just really nice Lyramion is just really nice
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    Thx vile for caring so much about your maps and this topic also

  6. #6
    More Focused Vilepickle seems not to be totally full of crap Vilepickle seems not to be totally full of crap Vilepickle seems not to be totally full of crap
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  7. #7
    More Focused Vilepickle seems not to be totally full of crap Vilepickle seems not to be totally full of crap Vilepickle seems not to be totally full of crap
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    [Map Release] cp_follower (final 1.0)

    CURRENT VERSION: FINAL 1.0
    The map was updated on April 23, 2009.

    After several months of playtesting and feedback, cp_follower has finally reached final 1.0! This release signifies a significant milestone, but it does not mean all development has stopped. If something is discovered, a fix will soon "follow", but that should not happen due to the amount of testing the map has gotten.

    Follower is an original 5-point CP map influenced primarily by Granary and Badlands. The map is intended for a competitive setting first, though it should be fine for public servers as well since it is modeled closely after official Valve maps.

    Download/Screenshots at http://www.vilepickle.com/map/screens/tf2_cp_follower/ (official page for the map, includes 7z, zip, and bz2)

    FINAL 1.0 CHANGEs/FIXES:
    -The steep slopes on each side of CP3 have had 2 rocks added to make their existence more clear (players sometimes got hung up).
    -Small ammo added to lower 2-3 connector area.
    -Small graphical errors fixed.
    -Middle area optimized further.
    -Slightly reduced the size of the sniper room looking out into the CP1 area so snipers weren't quite so powerful while far back in the room.
    -Increased the width of the CP1 platform from the right sniper room so it blocks more of the lower CP1 area when snipers are inside the actual room itself. This should force them to expose themselves more to get better shots.
    -Added a small basketball-themed section to the first spawn areas.
    -Clipped railroad tracks at mid better.
    -Removed a hiding spot at lower mid Cp that could hide a scout for back-caps too easily.
    -Small ammo added to mid on/near CP.
    -Fixed the CP's on the HUD capturing backwards.

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