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Evergreen 



Map Version: Beta 
Type: CP
Released: 11-18-2011 
Last Update: 12-28-2012 
Ravidge
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Video: http://youtu.be/pfAv_LSUxLc?hd=1 (OLD! Video is of the beta 3 release)

People will probably find several design concepts that are similar to cp_badlands. And you'd be right, a few ideas from that map have been reused for the evergreen layout, but the arenas and flow should be a completely new experience.

I've taken a lot of care to make sure that walktimes between points, and from various spawnrooms aren't excessively long. Assuming you use the shortest route, the times are equal to that of any popular 5cp.


Changelog

a1: initial release
-- 10 month coma --

a2: scale reduction, new middle, new last, alpine theme (for some color), added water and side route at cp2

a3: scale reduction, tweaked timers, removed the side route at cp2 again. Added bumps in the stickyjump highways.

a3a: made more room at cp2 and adjusted timers. Most notably removed the rock that allowed nonjump classes to access the cp without effort.

a4: nothing new, name changed to Evergreen. Public release.

a5: wider doorways, more open mid, restructuring at 2nd, mid spawns moved, flatbedtrain on last moved, optimization fixes, garage door at last opens down, removed secondary entrance to forward spawn, flank between 2nd-mid not a deathpit and slightly shorter. And more that I don't remember.

a6: Added a balcony area at 2nd. Switched the sizes of medkits in the building between 2nd and last. Forward spawn can not be re-entered, and locker removed. Health and ammo pickup at mid has been moved up on the platform. Handrails have been replaced, now uses the design from in pl_goldrush. Minor timer edits that I wont specify, see if you notice! Fall damage out of first spawn should be eliminated, unless you aim to go into the "pit".

a7:

b1:

b2: Fixed bulletblocker on the handrails at mid cp. Fixed nonsolid 16x16 unit beam in the building between mid-2nd. Removed bridge support at mid, made the arches smaller and placed a small healthkit underneath. Retextured some buildings to metal. Rolled up a container on the train tracks at last, in-front of the left door (from defenders view). The idea is to make this exit more viable to push out from with the added cover the container provides. Made some changes to the unclipped upper levels in the building between 2nd-last. Added more details, mostly in the shape of props, a simple 3d skybox was added. Some lighting fixes. Added occluders. Slight changes to fog and color correction.

b3:
- 2 new small healthpacks per side of the map.
--- One by the water between 2nd and mid.
--- Indoors, on the bottom floor between 2nd and last. Also features a new medium ammo pack in the same spot.
- Capture time on 2nd cp lowered by 6%
- Closed one of the windows leading to mid completely. The open window has had its line of sight almost removed.
- Added cover fence on 2nd cp, both on the cp and below the platform.
- Minor additions to last, fence and concrete block
- Detail, in general.
--- More texture variety
--- Decreased indoor brightness by a fraction
- Optimization, overall improvements.
--- Filesize reduced by 5 mb
- Added menu photos
- Slight changes to the water vmt
- Other things I've forgotten.

b4:
- Increased width on platforms at Last cp. Added a high see-through fence/cover and also connected the right and left bridges together for easier movement overall.
- Added a second floor to the small house next to the first spawnroom.
- First spawn moved back 256 units. Makes it harder to duck into the spawn for cover when defending last.
- Spawntimes reduced by .5 seconds
- A lot of new textures, and subtle variations of shades on all red/blu textures. Less wood and more concrete and metal.
- General detailing and clipping, the usual stuff.
- Less geometry 'popping' though weird areaportals, I hope. This is really hard to eliminate completely and still keep a good framerate.



Old 11-18-2011, 12:45 AM   #1
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Cool, Scorpio mentioned you were working on a 5cp and I've been waiting to see the end result. I'll probably try to pug this Friday or Saturday.
 
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Old 11-18-2011, 01:01 AM   #2
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I wouldn't call it "end result" just yet! Expect it to be unpolished and basic, that said I greatly appreciate the eagerness to test it. I hope it's fun.

For now, the part I'm most unsure about is the whole middle section.

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Old 11-18-2011, 01:31 AM   #3
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This is useless feedback because it's aesthetic and about something you said existed as a visual placeholder (on an early alpha, no less), but the mid being some mix of the elevator-beneath-the-point and a wooden bridge thing really really bugs me.

I didn't have a problem with mid when I played it though.
 
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Old 11-18-2011, 04:43 AM   #4
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Looks great, i really like the height differences.
And the midpoint is a bridge, so nothing can go wrong.
But those circular arches don´t really fit tf2, i think. :/

EDIT: And btw. contact me if you need an exploit check.
 
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Old 11-18-2011, 07:54 AM   #5
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This map plays very well. It is amazing for scouts but the last point is often too easy for the attackers. Also Evergreen was the name of the school, which visited Valve
 
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Old 11-21-2011, 01:56 AM   #6
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Quote:
Originally Posted by Kiddnils View Post
This map plays very well. It is amazing for scouts but the last point is often too easy for the attackers.
I was excited to see this on today's gameday and I had a similar experience but that the last point was too easy for the defenders. Perhaps a sign of a good map? Interested to see this one progress as I had a great time with badla...er, evergreen.

I liked Cap B the minute i saw it in the screenshots and i liked it in game as well. The rails along Cap C were great for a variety of classes to make use of which was nice.
 
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Old 11-21-2011, 07:52 AM   #7
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I love that one of the captures is supported by ropes, but the way you've attached the ropes to the floor looks super-flimsy, and the ropes themselves look pretty poor.

Comment out the cables line in the TF FGD and have a browse through the existing rope materials, alternatively make them brushes with a rope texture on them and give them a little slack in the middle. (or a displacement tube would work just as well, perhaps better even)

Then it'd look really cool.

The final option is to model it.

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Old 11-21-2011, 10:03 AM   #8
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Ah, so this was the map we played yesterday.

Wide staircases seems to be a Ravidge signature, i remember them being common in your CTF contest map too. I can't say i'm a fan as they feel cumbersome to fight at and unnecasserily consume space, but that's just me.

A couple things i would say is that the map is kinda a bunch of pseudo corridors and whilst it's not entirely detrimental to combat because there is enough space to fight, it does make it difficult to navigate when you're surrounded by walls/large buildings with a limited FoV. In many CP maps doors open in to large arenas where you can immediately see where you're entering from, where you need to exit/progress too and where the objective is (along with the likely position of defenders). This wasn't totally true playing this map as CP's were hidden behind complex geometry like catwalks, minor walls or other solid obstacles like medium sized props or solid structures.

Also, often the number of arrow signs present was just as confusing as if there were a lack of them. Place arrow overlays above or beside doorways and less of them on walls as they didn't help too much as is. Doing so will help players understand the orientation of the map, which way is forwards and backwards amongst all the corridors. I spent a lot of time looping around buildings or walking the wrong way.

Last was a massive pain in the arse to assault as attackers basically had to complete a small gauntlet of obstacles whilst being shot at by snipers, rockets and grenades from a balcony next to the defenders spawn. The doors also didn't help. Getting to the final CP needs to be a lot more fluid and the CP a lot more obvious as the focus is on the significant threat from the defenders spawn ledge and not the CP behind the train. Most of the time players took up cover on one side of the train flatbed, shooting back up at the continually spawning defenders, whether they noticed the CP or not wasn't clear but at the end of the day it took a long time before anyone successfully jumped onto it and captured it.

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Old 11-22-2011, 01:15 AM   #9
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I don't think last is hard to push as of right now. The point has never stalemated and it usually gets capped quickly (or the defenders win the fight and retake second).
That single round you played in was the longest I've ever seen last held, and that was only 4½ minutes.

I had a hard time to put down arrows in this map, I even forgot to the first couple of versions.
Arrows to me are useless, as it's not how I would navigate a map beyond the first 1-2 rounds, memorizing one part of a map at a time takes about 10-15 minutes in total (even less if the map is symmetrical). Sure they might be useful those first rounds, but usually a teammate will guide better than a arrow. On a completely new and unplayed map I accept the fact that being "lost" for awhile is part of the deal.

I think to map is very cluttered visually. And that is something I would like to fix.

Next release should be in a couple of days, depending on how fast I can work out some of the fixes I want to make.

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