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CP_Indulge, NOW FINAL
https://forum.specialattack.net/viewtopic.php?t=6122
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Author:  [SpA]Minimoose! [ 12 Aug 2009, 14:44 ]
Post subject:  Re: CP_Indulge, New Map

:mrgreen: :mrgreen: :mrgreen:

Author:  vilepickle [ 23 Aug 2009, 19:21 ]
Post subject:  Re: CP_Indulge, New Map

*bump* Still looking for any kind of feedback. It's really slowed down.

Author:  [SpA]Scatterbrain [ 23 Aug 2009, 20:03 ]
Post subject:  Re: CP_Indulge, New Map

are we going to be doing any test sessions of this map on the servers (even if it's on a private one)?

Author:  dckjns [ 23 Aug 2009, 20:16 ]
Post subject:  Re: CP_Indulge, New Map

vilepickle wrote:
any kind of feedback
5th screenshot shows poor texturing

Posted it earlier but some bast deleted it for reasons unknown (do tell how it is not constructive?)

Author:  [SpA]Repel [ 23 Aug 2009, 21:31 ]
Post subject:  Re: CP_Indulge, New Map

Is the map still in the cycle or in the spapoints menu?

Author:  [SpA]demm [ 23 Aug 2009, 21:45 ]
Post subject:  Re: CP_Indulge, New Map

It was never in the mapcycle or the SpA points menu. The times we've playtested it was always with enough admins present to ensure we could play a proper round.

We will play some more rounds soon so we can give some more feedback.

Author:  Crovax20 [ 23 Aug 2009, 22:26 ]
Post subject:  Re: CP_Indulge, New Map

would love to try it out as well. When it gets tested someone throw me an invite or something :)

Author:  [SpA]BAM [ 24 Aug 2009, 08:11 ]
Post subject:  Re: CP_Indulge, New Map

+1

Author:  Nonoice [ 24 Aug 2009, 08:28 ]
Post subject:  Re: CP_Indulge, New Map

m2

Author:  [SpA]SaintK [ 24 Aug 2009, 12:06 ]
Post subject:  Re: CP_Indulge, New Map

If any techmember has time please throw it up on serv 1, see if we can get some seriouse people on to provide feedback (such as lim and spike)

Author:  [SpA]demm [ 24 Aug 2009, 12:16 ]
Post subject:  Re: CP_Indulge, New Map

It is already on all servers.

So whenever anyone thinks there are enough motivated players for a serious playtest, he could simply type sm_setnextmap cp_indulge_b2 into his console.

Author:  [SpA]Minimoose! [ 24 Aug 2009, 12:36 ]
Post subject:  Re: CP_Indulge, New Map

cp_indulge_b3 ;)

Author:  [SpA]SaintK [ 24 Aug 2009, 13:03 ]
Post subject:  Re: CP_Indulge, New Map

[SpA]demm wrote:
It is already on all servers.

So whenever anyone thinks there are enough motivated players for a serious playtest, he could simply type sm_setnextmap cp_indulge_b2 into his console.
The newest version (including on http?)

Author:  [SpA]demm [ 24 Aug 2009, 18:17 ]
Post subject:  Re: CP_Indulge, New Map

[SpA]Minimoose! wrote:
cp_indulge_b3 ;)
Sorry, it was just a typo.
[SpA]SaintK wrote:
The newest version (including on http?)
Yes.

Author:  vilepickle [ 30 Aug 2009, 07:34 ]
Post subject:  Re: CP_Indulge, New Map

[Map Update] cp_indulge_b4

Indulge has been updated to beta 4. Please update your copies of the map!

Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_cp_indulge/

BETA 4 CHANGES/FIXES:
-More detail added throughout
-CP3 glass above is more developed
-Cover added to CP1 main doorway to give a better choice for CP1 attackers on what way they want to approach without being picked off (sort of serves as 2.5 entrances but not quite)
-Archway on 2-3 connector developed and is now more realistic
-Cp1 cap time back down to default 2 seconds (from 3)
-CP1 has an additional exit stairwell from the lower level, mostly for those who get lost coming out of the spawn
-Directional signs worked on
-Removed the close resupply cabinet in Cp1 spawn to prevent easy point spam

Author:  [SpA]demm [ 30 Aug 2009, 08:56 ]
Post subject:  Re: CP_Indulge, New Map

Updated the map on all servers.

Author:  vilepickle [ 31 Aug 2009, 22:43 ]
Post subject:  Re: CP_Indulge, New Map

[Map Update] cp_indulge_b5

Indulge has been updated to beta 5 changing some small but important gameplay elements. Please update your copies of the map!

Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_cp_indulge/

BETA 5 CHANGES/FIXES:
-Moved the medium hp at mid slightly closer to the middle
-Middle building has windows on the sides now so excessive flanking options aren't as widespread, players can see when someone is coming better
-Middle side buildings have gained some transparent windows as well
-CP2-3 connector building has a narrower path and a key arrow sign was added to help directions, this helps FPS and defines the area better
-Fixed up some clipping
-Optimized CP3 some more

Author:  vilepickle [ 01 Sep 2009, 01:49 ]
Post subject:  Re: CP_Indulge, New Map

[Map Update] cp_indulge_b6

I haven't had a huge gamechanging bug slip past me for a few years, but hey, it still happens now and then. My apologies. Beta 6 is out. I promise you won't see me for at least a week :(

Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_cp_indulge/

BETA 6 CHANGES/FIXES:
-Fixed my error of not cloning the medium health pack at mid
-Made a small annoying circuit box at mid cp nonsolid

Author:  [SpA]Minimoose! [ 01 Sep 2009, 09:56 ]
Post subject:  Re: CP_Indulge, New Map

:mrgreen:

Author:  [SpA]Tpyo [ 01 Sep 2009, 11:29 ]
Post subject:  Re: CP_Indulge, New Map

Traget wrote:
Sonny, you seriously need to get a GF and a social life, so do i but thats another thread

What, you want to see the charts of this too?
:lol:

Author:  vilepickle [ 05 Sep 2009, 03:55 ]
Post subject:  Re: CP_Indulge, New Map

[Map Update] cp_indulge_rc1

Indulge has been out for some time and has received positive feedback and lots of constructive criticism. I feel like it's time to start wrapping up the map and by making it an RC things are much less subject to change. Still looking for any sort of feedback though since it isn't in its final release form.

Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_cp_indulge/

RC1 CHANGES/FIXES:
-Relocated the 1st forward spawn off to the side but with the same travel distance for better flow
-Windows at mid building made smaller and look like they match better
-Cubemaps problem fixed (purple windows)
-Rain worked on so it's in more places and not going through roofs
-Clipped doorframes at first spawn and other clipping

Author:  vilepickle [ 12 Sep 2009, 01:14 ]
Post subject:  Re: CP_Indulge, New Map

[Map Update] cp_indulge_rc2

Indulge has been updated to RC2, further polishing the map and changing some slight gameplay factors.

Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_cp_indulge/

RC2 CHANGES/FIXES:
-CP1 saw side entrance now exits further into the CP1 area, extended exit has windows (should help prevent the spam lockdown of that entrance)
-Saw does a little more damage
-CP3 area elevated bridge cut to not impede rocket/grenade jumps
-Fixed minor visual errors around the map
-Made a light fixture solid near Cp3 for jumping
-Moved 1st resupply cabinet towards the center of the room slightly
-Fixed rain glitching through buildings in a few spots
-Added a wood plank to the CP1-2 connector "mini-spiral" to improve flow in that room
-Added supports to stone bridge

Author:  vilepickle [ 04 Oct 2009, 00:20 ]
Post subject:  Re: CP_Indulge, New Map

[Map Update] cp_indulge_rc3

Indulge is still here and seeking playtests and feedback. RC3 has been released, updating the map with some visual and gameplay updates. Barring any significant gameplay shifts and feedback revelations, very little will change from RC3 to the upcoming final version. That still doesn't mean I won't listen to any feedback. Now's your chance to see the map changed instead of a month after I've called it done.

Download/Screenshots: http://www.vilepickle.com/map/screens/tf2_cp_indulge

RC3 CHANGES/FIXES:
-Spytech rockets added behind the initial spawn
-CP1-2 Connector room streamlined visually
-1-2 Saw room connector now has a half-path option added connecting to the lower CP1 area. The exit to this is close to the current exit in terms of what can be seen and offers an alternative to a potentially spam-filled door that can currently be locked down too easy.
-Lowered saw damage slightly

Author:  [SpA]Blackhawk [ 04 Oct 2009, 11:17 ]
Post subject:  Re: CP_Indulge, New Map

Thanks for the update. We'll try to arrange a maptest in the next days. :18

Author:  [SpA]SaintK [ 04 Oct 2009, 18:16 ]
Post subject:  Re: CP_Indulge, New Map

map uploaded @ server 1 & http mirror.

Author:  Bartg [ 05 Oct 2009, 21:59 ]
Post subject:  Re: CP_Indulge, New Map

Nice map, very well optimised, just a bit to large for 16 people ( we tested it with 16 players afair ) but should be awesome for 26.

Author:  Marmelada [ 05 Oct 2009, 23:20 ]
Post subject:  Re: CP_Indulge, New Map

The map seemed promising, the game we played on it wasn't that great since the teams were kind of disorganized due to the newness of the map. It felt a bit large but I'm not sure it is, if you don't know the shortest routes maps can seem larger.
I would really like to see the map in the spapoints menu.

Author:  [SpA]BAM [ 06 Oct 2009, 17:24 ]
Post subject:  Re: CP_Indulge, New Map

doesn't seems to large for me tbh (I tried and as a solly), what I liked and remember is more ways to get to a point (middle cp's) and it seems a pyro friendly :) (this I'm not sure I like :P)
wi'll give another game in this evening, ok guys? :)

Author:  [SpA]Scatterbrain [ 10 Oct 2009, 20:48 ]
Post subject:  Re: CP_Indulge, New Map

this really is rather good. the one niggle I have is how long it takes to get to the middle point, that's due mostly to having so many indirect routes; which is actually the aspect that makes this map so interesting. it seems a good size, just feels right, and the final points are indeed sexy, open enough and yet don't give huge advantages to snipers and sentries. most importantly, it's fun to play on!

I would very much like to see this in the spapoints menu at least :4

Author:  [SpA]Dunken [ 11 Oct 2009, 08:55 ]
Post subject:  Re: CP_Indulge, New Map

My first impression was: "large" and " where do i have to go?"
Got lost on the map several times.

Even if it is not really sniper-friendly it was fun to play.

Would be worth to test it with a full server, to check how good the engies would be able to cover several areas of the map.

Also i am not sure how public will react on the map, as it is large and mostly the team who knows that map will win, as they do not get lost and will take the best ways all the time.

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