• pl_manngrove by R1ghteous
    85 replies, posted
Manngrove Marsh (PL) by R!ghteous Email: [email]the.real.r1ghteous@gmail.com[/email] Currently: Release Candidate 5 (as of 10-5-2011) Overview: As the payload plods its course through Manngrove Marsh you can rest assured it's going to be a bumpy ride. The focus of this map is to provide players with a complex, yet refined, approach to the payload game type. While the path of the cart provides a clear focal point, the numerous and diverse access points ensure that a skilled player will be able to outmaneuver or directly overpower the opposition. Additionally, this map attempts to revitalize the concept of base infiltration as the Blu team moves from the Red team’s façade to deep inside the Red rocket base, all the while, pleasing the player’s eye. Objective: To win BLU team must escort a cart full of explosives through a series of checkpoints and into RED's base within a certain amount of time. Currently 24/7 on this server: 216.52.148.23:27015 Feel free to come anytime. -or- [url]http://forums.tf2maps.net/showthread.php?p=244463#post244463[/url] Most up to date images can be found here: [url]http://steamcommunity.com/id/r1ghteous/screenshots/?tab=all[/url] And here are a some direct links: [img]http://cloud.steampowered.com/ugc/578934843422683304/00815F61718DCFE12A3FF5BB097AD50D2104ED4F/[/img] [img]http://cloud.steampowered.com/ugc/577809585508276593/EF7FA93C12055749F6DC0017F387BEA967B6C030/[/img] [img]http://cloud.steampowered.com/ugc/577809585508273018/723FDFA2528951CCB3FD88A7704FF66D5504866B/[/img] [img]http://cloud.steampowered.com/ugc/577809585508271058/8642AD576DB2277C84DEAC6286924E23D5372C7E/[/img] [img]http://cloud.steampowered.com/ugc/577809585508269577/BE41D3D560605C38831818389D49018CCD2DBC42/[/img] [img]http://cloud.steampowered.com/ugc/577809585508271842/906D022BDFF1E2EEFE129B49CED75A189BDCED72/[/img] [img]http://cloud.steampowered.com/ugc/577809585508279295/157C510239B5C850F882CC62E8DFB962112FEA53/[/img] [img]http://cloud.steampowered.com/ugc/577809585508275345/414E1C4E297694495F4017DD675F5509743EFC25/[/img] [img]http://cloud.steampowered.com/ugc/577809585508282253/F08B9DCFE53073574D64C734D8F15D1CCACD6771/[/img] [img]http://cloud.steampowered.com/ugc/577809585508282716/BBC1C53BF5DF667A913034E950B12B6BB1EEED9D/[/img] [img]http://cloud.steampowered.com/ugc/577809585508284530/16CC6FAE61FBD70B2775B60D832C80AD33DE3DDF/[/img] [img]http://cloud.steampowered.com/ugc/577809585508285856/5CCB49545B4BF4CC65B1051258BAF62C5B0B6D14/[/img] [img]http://cloud.steampowered.com/ugc/577809585508281667/385641F287FA6426D29B31A42A6CA3383F4CC6AE/[/img] [img]http://cloud.steampowered.com/ugc/577809585508285057/13AD8999D2145A0AE4705EBDF626676CA52F8EE5/[/img] [img]http://cloud.steampowered.com/ugc/577809585508286394/5544918E3E44711EC05832894EEA29924C73DDEA/[/img] [img]http://cloud.steampowered.com/ugc/577809585508281083/96EF7BE825E0BBF32BF3AFD65BE4C190450A685B/[/img] [img]http://cloud.steampowered.com/ugc/577809585508287426/9808D3F17AEAF73781150B52AF3E9A68912A7282/[/img] [img]http://cloud.steampowered.com/ugc/577809585508288557/8BB546F6B493492694F048E743BD8855D827B77F/[/img] [img]http://cloud.steampowered.com/ugc/577809585508288023/A6ACAEEFE85CF79972A2B76841BBE5D820099FF0/[/img] [img]http://cloud.steampowered.com/ugc/577809585508289256/643143412382438D19214B452124916229779476/[/img]
Valve, give us new community map pack update. NOW! Anyway damn good looking map.
[QUOTE=SackSeagull;32536653]Valve, give us new community map pack update. NOW! Anyway damn good looking map.[/QUOTE] Thanks! Join me anytime you like on that server.
Do I spot some bits that are copied from Valve maps or are they just incredibly similar?
really nice map u made there!!!
[QUOTE=Randdalf;32536700]Do I spot some bits that are copied from Valve maps or are they just incredibly similar?[/QUOTE] Nothing is copied... It does have content from them though. All of the textures and models can all be found in other maps. It has walls etc just like other maps... Come play the map and see for yourself.
[thumb]http://filesmelt.com/dl/2011-09-29_00017.jpg[/thumb] Rocketjumping up from the water was annoying because of those ledges. Needs clipping. [thumb]http://filesmelt.com/dl/2011-09-29_00002.jpg[/thumb] Waaaaay too similar to Well. [thumb]http://filesmelt.com/dl/2011-09-29_00003.jpg[/thumb] You have to jump to get into the vents. Could use some clipping so you can just walk up. [thumb]http://filesmelt.com/dl/2011-09-29_00004.jpg[/thumb] The bulletholes and explosion marks show on the bottom side of the catwalk, too. Too thin I guess. [thumb]http://filesmelt.com/dl/2011-09-29_00005.jpg[/thumb] This room feels really cluttered. [thumb]http://filesmelt.com/dl/2011-09-29_00006.jpg[/thumb] The small piece of railing looks silly and it's not even solid. The one on the other side, however, is solid. [thumb]http://filesmelt.com/dl/2011-09-29_00007.jpg[/thumb] Really cool door. [thumb]http://filesmelt.com/dl/2011-09-29_00009.jpg[/thumb] I don't think barrels work like that. Too similar to Well. [thumb]http://filesmelt.com/dl/2011-09-29_00010.jpg[/thumb] Why can't I go there? [thumb]http://filesmelt.com/dl/2011-09-29_00011.jpg[/thumb] Too much like Well. [thumb]http://filesmelt.com/dl/2011-09-29_00012.jpg[/thumb] Rocketjumping on the uppermost floor. Why are the shelves clipped off? [thumb]http://filesmelt.com/dl/2011-09-29_00013.jpg[/thumb] Same as above but worse. [thumb]http://filesmelt.com/dl/2011-09-29_00016.jpg[/thumb] The turntable thingy is kinda pointless when it's right after the control point. The outdoor area in general was good. Health and ammo placement seemed quite random.
I hope you're ready to make some serious cash.
it looks really pretty and clever name to :D
Nice feedback Pulov! Anyway, this map looks really fun, like he pointed out a couple of things seem odd, but I can't wait to try out this map.
I came in here expecting something good. I discovered something great.
I read the thread title as mangrove. I came back in to say it should've been named manngrove until I actually read the title properly. Eheh..
This map looks fantastic, no doubt about that. I love how you've blended the themes of Mountain Lab and Well. This shot [thumb]http://cloud.steampowered.com/ugc/577809585508284530/16CC6FAE61FBD70B2775B60D832C80AD33DE3DDF/[/thumb] is just gorgeous. However, I feel that the final cap is very similar to Dustbowl in layout; perhaps add some alternate routes around the side or above the track. [thumb]http://cloud.steampowered.com/ugc/577809585508269577/BE41D3D560605C38831818389D49018CCD2DBC42/[/thumb] Here, the RED skybox buildings clash with the dark brick facade. I would suggest either making brush buildings in the skybox with the swamp bricks, or changing the brick textures from [I]swamp/brick/swampbrickwall...[/I] to [I]brick/brickwall001...[/I] in order to make it fit. Everything else is superb.
i REALLY hope valve adds this map at least by the first update of 2012!
[QUOTE=Pulov Yuran;32537338][thumb]http://filesmelt.com/dl/2011-09-29_00017.jpg[/thumb] Rocketjumping up from the water was annoying because of those ledges. Needs clipping. [thumb]http://filesmelt.com/dl/2011-09-29_00002.jpg[/thumb] Waaaaay too similar to Well. [thumb]http://filesmelt.com/dl/2011-09-29_00003.jpg[/thumb] You have to jump to get into the vents. Could use some clipping so you can just walk up. [thumb]http://filesmelt.com/dl/2011-09-29_00004.jpg[/thumb] The bulletholes and explosion marks show on the bottom side of the catwalk, too. Too thin I guess. [thumb]http://filesmelt.com/dl/2011-09-29_00005.jpg[/thumb] This room feels really cluttered. [thumb]http://filesmelt.com/dl/2011-09-29_00006.jpg[/thumb] The small piece of railing looks silly and it's not even solid. The one on the other side, however, is solid. [thumb]http://filesmelt.com/dl/2011-09-29_00007.jpg[/thumb] Really cool door. [thumb]http://filesmelt.com/dl/2011-09-29_00009.jpg[/thumb] I don't think barrels work like that. Too similar to Well. [thumb]http://filesmelt.com/dl/2011-09-29_00010.jpg[/thumb] Why can't I go there? [thumb]http://filesmelt.com/dl/2011-09-29_00011.jpg[/thumb] Too much like Well. [thumb]http://filesmelt.com/dl/2011-09-29_00012.jpg[/thumb] Rocketjumping on the uppermost floor. Why are the shelves clipped off? [thumb]http://filesmelt.com/dl/2011-09-29_00013.jpg[/thumb] Same as above but worse. [thumb]http://filesmelt.com/dl/2011-09-29_00016.jpg[/thumb] The turntable thingy is kinda pointless when it's right after the control point. The outdoor area in general was good. Health and ammo placement seemed quite random.[/QUOTE] Thanks for the great feedback... As you took the time to reply picture for picture I'll do the same. :-) Pic1:I sure will clip those. I found the same thing to be annoying. I intentionally made the water the perfect height so that you can jump much higher than normal (ala well on the side grate), but I hit those too. In RC5 you can expect a slanted player clip there. Thanks. Pic2:It looks similar as it has most of the same textures. It does however play vastly different. I may do some touch up to that area so that it has a more fresh feel. Pic3:I have the vents at that height for 2 reasons. Many times red players are in that area (except facing the other direction) I want them to be at a disadvantage so that blue can take that area. The main fight at point C is won on those catwalks and that allows blu to get their half. The other reason is that if you leave the other side of the vent you can see into a small area where you can many times find a red engi built. I want to encourage the players to look down so they dont walk out of the vent to be blasted by a sentry they totally missed. Pic4:The catwalks there are that thickness for a reason. You can cause blast damage through them as well. Good for when your pushing underneath someone... makes the fight more complex. I would love to join and show you exactly what I mean. Pic5: I agree... Ill be de-cluttering that area a little bit. Pic6: I will probably be removing them. They look a little odd and don't add anything. Pic7: Thanks :-) Pic8: The barrels add an extra blockage to break the sightlines, sticky trap, double jump, drop down easier, and stand on for a height advantage. I think they work. Pic9: Its just pretty... Players spawn the opposite direction with a door directly in front of them... but i may be adding some type of blockage there regardless. Pic10: Its a typical battlements. I like how it looks/plays. Pic11 & 12: If youre talking about being able to see the bottom of the skybox... thats typical/unfixable w/o adding a bunch of extra stuff that is only visible if someone jumps as you did. I clipped the tops of the shelves because it gave players a view downward that I thought was too great, though I included the shelves because I wanted to keep the players close enough to the edge to be visible from below most of the time. Pic13:The turntable is more function than form, however it meets both needs. It fits for function because I needed to stop the momentum of the blu team so that red could setup and properly defend C. It fits function in that there is a GIANT steel door immediately after the turntable and we wouldn't want people to gain unauthorized access to the area. As a little side note, if you look up from your image you'll see this: [url]http://cloud.steampowered.com/ugc/577809585508282253/F08B9DCFE53073574D64C734D8F15D1CCACD6771/[/url] I thought that it would complement the story well to have a little viewing area up there where someone would have to look down and authorize the door be open and the table be turned... Just a fun fact. Thanks for your feed back everyone! [editline]29th September 2011[/editline] [QUOTE=TRLEChippers;32540428]This map looks fantastic, no doubt about that. I love how you've blended the themes of Mountain Lab and Well. This shot [thumb]http://cloud.steampowered.com/ugc/577809585508284530/16CC6FAE61FBD70B2775B60D832C80AD33DE3DDF/[/thumb] is just gorgeous. However, I feel that the final cap is very similar to Dustbowl in layout; perhaps add some alternate routes around the side or above the track. [thumb]http://cloud.steampowered.com/ugc/577809585508269577/BE41D3D560605C38831818389D49018CCD2DBC42/[/thumb] Here, the RED skybox buildings clash with the dark brick facade. I would suggest either making brush buildings in the skybox with the swamp bricks, or changing the brick textures from [I]swamp/brick/swampbrickwall...[/I] to [I]brick/brickwall001...[/I] in order to make it fit. Everything else is superb.[/QUOTE] Thanks! The final cap does look similar to dustbowl but plays very differently there are paths in the form of the pipe system where both teams can cross into the left and right house, and there is a sewer system that isnt too visible there that allows access to the pit, left house, and right house which encourages flanking and spywork in general. I appreciate your concern, but please come play the map and you'll see that it plays VERY differently. I'll even be on that server tonight at around 9pm central.
[QUOTE=R1ghteous;32540892]Pic13:The turntable is more function than form, however it meets both needs. It fits for function because I needed to stop the momentum of the blu team so that red could setup and properly defend C. It fits function in that there is a GIANT steel door immediately after the turntable and we wouldn't want people to gain unauthorized access to the area. [/QUOTE] I like the idea behind the turntable, giving RED a bit of time to build up sentry and a proper defense. But design wise it looks just stupid. Maybe you should add a third traintrack just so that it doesn't look randomly placed.
Dunno how well it'll play but the environment/textures/props are gorgeous.
[QUOTE=mnyfrsh;32541122]Dunno how well it'll play but the environment/textures/props are gorgeous.[/QUOTE] Thanks! Plays very well. Come see tonight. [editline]29th September 2011[/editline] [QUOTE=Atlascore;32541172]Yeah, the map looks amazing, but I don't know how well it would play, some areas just look a little too small making Demomen and Soldiers way too good, especially if everyone is around the cart.[/QUOTE] You'll be suprised. It has a very "closed in" feel because its mostly set inside, but in reality it has lots of open space (unless your comparing it something thats 90% open space... but i was going for a fight more like this: [url]http://cloud.steampowered.com/ugc/577809585523823588/B04D5CA85E5DB64A01D1766B084AB26D4EC570DC/[/url] -and- [url]http://cloud.steampowered.com/ugc/577809585523825092/B393749E2689980E52B63DC7FFFFC76381F15AFF/[/url] -and- [url]http://cloud.steampowered.com/ugc/577809585523821904/205D9E9F5BD73167418844EBA6B91C1A4FB760DC/[/url] :-) Anyway... be my guest! Check out the map!
[QUOTE=Atlascore;32541420]Alright, cool, I'll play later, you said you'll be playing at 9 PM central right?[/QUOTE] Yep, sure enough.
I can feel my FPS dying
[QUOTE=Atlascore;32541925]Stop using windows 98, there isn't [b]that[/b] much detail in the map.[/QUOTE] Yeah there is, a heck of a lot more than usual for playable areas. FPS isn't an issue, density of detail is. That's already being covered to death over at TF2Maps though.
[url]http://www.youtube.com/watch?v=YaUDd9VSuH0[/url] That was pretty cool.
I wonder if Highlander leagues/tourneys will start using some custom maps, like this or Swiftwater.
[QUOTE=mnyfrsh;32548622]I wonder if Highlander leagues/tourneys will start using some custom maps, like this or Swiftwater.[/QUOTE] I don't know that any leagues use payload maps.
[quote="R1ghteous"]Pic4:The catwalks there are that thickness for a reason. You can cause blast damage through them as well. Good for when your pushing underneath someone... makes the fight more complex. I would love to join and show you exactly what I mean.[/quote]I can't agree with that. Shooting through walls has never been a part of TF2 and I'm sure the explosive classes do well enough even without the added advantage.
[QUOTE=Pulov Yuran;32552128]I can't agree with that. Shooting through walls has never been a part of TF2 and I'm sure the explosive classes do well enough even without the added advantage.[/QUOTE] Let me rephrase what I was saying... On the transparent grate textures you've always been able to. Some that immediately come to mind are the final points on fastlane where its essentially done constantly, but I am totally willing to listen to feedback and if everyone tends to think its a bad idea I can put some block bullets there to help mitigate that effect (especially on the one that is in your picture).
The grates are fine. It's just the white metal texture I have a problem with.
THIS MAP IS RIGHTEOUS Good job.
Joining and trying the map out.
I did not make this picture, but I thought it needed a re-post in this thread: [QUOTE=AntorkaDelta;32546698][img]http://dl.dropbox.com/u/18818158/AD53.jpg[/img] Manngrove is a sexy map.[/QUOTE]
Sorry, you need to Log In to post a reply to this thread.