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 Post subject: Re: cp_follower
PostPosted: 17 Mar 2009, 08:08 
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Has no REAL life! (2546)
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Great to hear that ^^


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 Post subject: Re: cp_follower
PostPosted: 19 Mar 2009, 17:26 
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Crap at posting (38)
Updated to b6. Found a spawn timer imbalance which was a pretty big bug and wanted to patch it up quickly.


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 Post subject: Re: cp_follower
PostPosted: 28 Mar 2009, 06:41 
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Crap at posting (38)
Updated to rc1: http://www.vilepickle.com/map/screens/tf2_cp_follower/


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 Post subject: Re: cp_follower
PostPosted: 28 Mar 2009, 12:19 
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Geek (856)
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Keep up the good work :)

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 Post subject: Re: cp_follower
PostPosted: 28 Mar 2009, 12:27 
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Yeah, looking really good! 8)

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 Post subject: Re: cp_follower
PostPosted: 28 Mar 2009, 12:37 
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I've uploaded the new versions to all servers.
I wanna do a playtest later today. Let's hope enough are you are online :ugly:


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 Post subject: Re: cp_follower
PostPosted: 28 Mar 2009, 13:10 
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[SpA]demm wrote:
I've uploaded the new versions to all servers.
I wanna do a playtest later today. Let's hope enough are you are online :ugly:
it's being developed for competitive play as a 6v6 map, so we should get 12 ;p
I'm in either way o:


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 Post subject: Re: cp_follower
PostPosted: 28 Mar 2009, 13:18 
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You can count on me, tested the beta versions already. :D


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 Post subject: Re: cp_follower
PostPosted: 28 Mar 2009, 13:51 
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This map looks so good :o can't wait :)


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 Post subject: Re: cp_follower
PostPosted: 28 Mar 2009, 18:59 
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We just played a few rounds, and I have to say it's a really great map.

I mean, point 1 and 2 basically look like granary on alpine, and point 3 is the badlands bridge rotated by 90 degrees, but it is still different enough to be appreciated as completely new map.

The balancing is really good. All classes can shine and also have their weak spots on the map. The Heavy is more viable on this map than on badlands, which is a good thing imho.
The point capture times are balanced as well.

The visuals of the map are really good, and I know a lot of people will like the alpine theme.

I haven't noticed any performance issues, and nobody has reported anything either.


I have to say, I really like this map. The quality is on par with the Valve maps, and it offers some good gameplay and visuals. Once it's in final, I think we should put it on the server into the Spa-Points list.
I also look forward to playing this map in the leagues!


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 Post subject: Re: cp_follower
PostPosted: 28 Mar 2009, 19:08 
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Indeed, really nice map.
The only thing I noticed, this is a frigging huge map, took me ages to get follow the caps as soldier. :shock:
Even with rocketjumps.


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 Post subject: Re: cp_follower
PostPosted: 28 Mar 2009, 21:09 
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Kinda hopeless, but improving (100)
Played it this evening a little. It's huge and nice :P


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 Post subject: Re: cp_follower
PostPosted: 28 Mar 2009, 22:18 
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Crap at posting (38)
Thanks for the feedback. I have gotten "huge" complaints in previous betas, but it has actually been trimmed down quite a bit already. Since you noticed 1 and 2 are similar to Granary, that means their size is also similar. The CP1 spawn actually puts you further up than Granary would as well. The map is essentially the same size as the stock maps in scale and travel distance. I think it IS possible to take a longer route through the middle, however, and have it be a few seconds longer than Granary's travel time. I also think a contributing factor to the hugeness might be the theme of the map itself.

Every area is certainly necessary for the flow from my testing throughout beta, so I'm unsure how to approach any more issues of possible large-ness :\


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 Post subject: Re: cp_follower
PostPosted: 29 Mar 2009, 00:12 
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vilepickle wrote:
Thanks for the feedback. I have gotten "huge" complaints in previous betas, but it has actually been trimmed down quite a bit already. Since you noticed 1 and 2 are similar to Granary, that means their size is also similar. The CP1 spawn actually puts you further up than Granary would as well. The map is essentially the same size as the stock maps in scale and travel distance. I think it IS possible to take a longer route through the middle, however, and have it be a few seconds longer than Granary's travel time. I also think a contributing factor to the hugeness might be the theme of the map itself.

Every area is certainly necessary for the flow from my testing throughout beta, so I'm unsure how to approach any more issues of possible large-ness :\
I thought it was superb and I'm very fussy on my maps :D (As many will know, since I express this very loudly on mumble). Playing medic was fun 8)

The middle point is very fun, since there are so many ways to flank enemies, and the height differences increase these further. I want it on the SpA points menu :mrgreen:

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 Post subject: Re: cp_follower
PostPosted: 29 Mar 2009, 13:05 
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I just played it in a public game with around 12 players or so
I must say I enjoyed the map, had to get used to it the first few rounds but it plays well

I like the second point.. it's really simple compared to the granary second point o:

great map, I hope it wins the etf2l competition :D


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 Post subject: Re: cp_follower
PostPosted: 29 Mar 2009, 14:34 
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Was in the same game as futari, enjoyed the map a lot even though I'm not at home and I was playing on a crappy pc.
Granary is one of my favorite maps and I must say the first impression is that follower is even more enjoyable.


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 Post subject: Re: cp_follower
PostPosted: 29 Mar 2009, 22:01 
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I approve of this map, the height differences makes it a fucking sweet map to play as any class, it's varied and over all one of the best maps I've played (since I love granary and badlands, this might just be a bit biased though.... :P)


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 Post subject: Re: cp_follower
PostPosted: 30 Mar 2009, 11:31 
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Nerdish, tbh. (461)
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So when will this map be available in SpA points or is already available ? :shock: I want to play it :mrgreen:


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 Post subject: Re: cp_follower
PostPosted: 30 Mar 2009, 12:03 
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As much as I like this map I dont recommend to make it avalaible for daily use as long as it gets so often (which is a positive thing!) patched. The regular redownloads would only worry the players.

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 Post subject: Re: cp_follower
PostPosted: 30 Mar 2009, 14:43 
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Crap at posting (38)
Should be the last one for a couple of weeks. RC1 is entered into the ETF2L contest so it has the be judged and playtested for a while. If nothing comes up it'll turn final shortly after that most likely.


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 Post subject: Re: cp_follower
PostPosted: 30 Mar 2009, 17:34 
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vilepickle wrote:
Should be the last one for a couple of weeks.
Ok, if that's the case then I'm gonna add it to the list immediately.
Everybody that played the map likes it, and I can't see any reason not to include it, even though it's not "final".

I do really hope you'll win the ETF2L contest!


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 Post subject: Re: cp_follower
PostPosted: 30 Mar 2009, 19:04 
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Yeah good luck Mr.Pickle!

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 Post subject: Re: cp_follower
PostPosted: 25 Apr 2009, 00:05 
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Crap at posting (38)
[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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 Post subject: Re: cp_follower
PostPosted: 25 Apr 2009, 00:49 
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Really nice map <3
I saw it's already being used in cevo, that's good stuff :D


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 Post subject: Re: cp_follower
PostPosted: 25 Apr 2009, 09:33 
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[SpA]futari wrote:
Really nice map <3
I saw it's already being used in cevo, that's good stuff :D
yeh~ very cool map m8 ;D

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 Post subject: Re: cp_follower
PostPosted: 25 Apr 2009, 12:12 
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SpA Fookah (4459)
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so, are we gonna run a test on it to decide if we want to run it on our servers?

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 Post subject: Re: cp_follower
PostPosted: 25 Apr 2009, 12:35 
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I'm really looking forward to giving it a run. I love spacious maps and if it's inspired by badlands and granary then it really sounds promising.

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 Post subject: Re: cp_follower
PostPosted: 25 Apr 2009, 12:50 
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[SpA]Bucky wrote:
so, are we gonna run a test on it to decide if we want to run it on our servers?
we already tested the rc1 release which was already great, I think it was already pretty much decided we'd add it xD


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 Post subject: Re: cp_follower
PostPosted: 25 Apr 2009, 13:09 
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Yup even I like it 8)

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 Post subject: Re: cp_follower
PostPosted: 25 Apr 2009, 13:19 
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Has no REAL life! (3017)
YOU like it?
For the love of god men DON'T add it then!

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