• pl_manngrove by R1ghteous
    85 replies, posted
[QUOTE=Pulov Yuran;32552589]The grates are fine. It's just the white metal texture I have a problem with.[/QUOTE] I changed that part of the map based on your feedback. Thanks for your input. I am listening to all feedback and if you have a good point I may very well change things. This map is going to be going final soon though. [editline]30th September 2011[/editline] [QUOTE=DatWut?;32553017]I did not make this picture, but I thought it needed a re-post in this thread:[/QUOTE] Thats great! I love it!
Here goes my Intel GMA.
[QUOTE=95Navigator;32554141]Here goes my Intel GMA.[/QUOTE] You would be suprised... I've it optomized pretty well. I never get below 200 fps. Next release will have a tad more optomizarion too.
[QUOTE=R1ghteous;32554755]You would be suprised... I've it optomized pretty well. I never get below 200 fps. Next release will have a tad more optomizarion too.[/QUOTE] Thanks a lot!!! You see, im not properly on the age to buy things, and so I have to adapt to this PC.
[QUOTE=95Navigator;32556819]Thanks a lot!!! You see, im not properly on the age to buy things, and so I have to adapt to this PC.[/QUOTE] Not sure what you mean, but you should come check out the map regardless... record a demo and send it to me. That can be nice to let me know where I could alter detail/optimize better.
This is definitely one of the best looking TF2 maps I have ever seen. I'd love to see you fix everything, this would be one of my favorite maps if it were added officially
[QUOTE=noodleboy347;32560323]This is definitely one of the best looking TF2 maps I have ever seen. I'd love to see you fix everything, this would be one of my favorite maps if it were added officially[/QUOTE] Thanks... it takes awhile to make something with so much detail. I have RC5 more or less ready to ship but I'm waiting until after the weekend so I can get RC5 as close to final as possible. Trying to get all the feedback I can.
I hate to say this, but several parts of it feel way too much like other maps, namely Well and Gorge.
[QUOTE=A B.A. Survivor;32568492]I hate to say this, but several parts of it feel way too much like other maps, namely Well and Gorge.[/QUOTE] Well didn't invent third floors or cranes lol. It does have the same textures on the walls and flooring... why? Because they work well together, create an atmosphere that feels like a warehouse/distillery, Valve doesn't have to buy any textures/props if they pick up the map and are inherent to the game files which keeps the download faster. I don't know what parts of gorge your talking about, but please feel free to play the map! Have a go. And I think you'll pretty quickly see that the architecture is different and plays differently.
[QUOTE=R1ghteous;32568827]Well didn't invent third floors or cranes lol. It does have the same textures on the walls and flooring... why? Because they work well together, create an atmosphere that feels like a warehouse/distillery, Valve doesn't have to buy any textures/props if they pick up the map and are inherent to the game files which keeps the download faster. I don't know what parts of gorge your talking about, but please feel free to play the map! Have a go. And I think you'll pretty quickly see that the architecture is different and plays differently.[/QUOTE] I think he meant the forms, for example I could detect one of Pulov Yuran's screenshots having a striking resemblance to Well: the windows, the space of the rooms and the way they're connected to each other.
[QUOTE='[Green];32568868']I think he meant the forms, for example I could detect one of Pulov Yuran's screenshots having a striking resemblance to Well: the windows, the space of the rooms and the way they're connected to each other.[/QUOTE] Fair enough. Perhaps I can dig up a picture of the map when it had the dev textures on it (orange/grey/red/blu) and reskin the same area of well. You would be surprised how textures/lighting can make things look similar. Does anyone have some comments on gameplay? Ive gotten some really great feedback on tf2maps.com and wonder if anyone here has some similar comments. [editline]1st October 2011[/editline] Oh also... this is from RC1 so the lighting isn't as fine tuned as it is now, but its still a pretty cool video! [url]http://www.youtube.com/watch?v=YaUDd9VSuH0[/url]
I don't think that parts looking similar to other maps is a bad thing, I actually love how you kind of throw themes from different maps together into one map.
[QUOTE=slashsnemesis;32569827]I don't think that parts looking similar to other maps is a bad thing, I actually love how you kind of throw themes from different maps together into one map.[/QUOTE] Thanks... I was trying to make a base facade where the blu team progresses into gradually more important areas of the map.
I've watched a ton of replays and observed loads of games and will be making some minor changes to one area. If anyone has any further feedback I would love to hear it. Thanks everyone!
[QUOTE=R1ghteous;32571271]Thanks... I was trying to make a base facade where the blu team progresses into gradually more important areas of the map.[/QUOTE] I definitely got that feeling with playing and the change of scenery definitely enhances the experience. In the big open finale room I (on BLU) actually felt like I've come very far. I don't want to empty the entire bucket of praise since there are clearly areas left to improve on, but this kind of "silent storytelling" incorporated into the map design is one of the things I always like about original Valve design. You don't need to hype up the finale, you do it through the map building. I'll try to give detailed constructive criticism once the next version is out (so I know what stuff has been fixed and whether I'm just going to repeat myself awkwardly), but lastly I'd like to mention I really love the layering in this map. Leaves a lot of play room for ambushes and dynamic changes of battle, as well as some interesting sentry positions. However, the bots also find plenty of sentry chokepoints, so the game isn't unfair on RED either.
[QUOTE=Marik Bentusi;32590031]I definitely got that feeling with playing and the change of scenery definitely enhances the experience. In the big open finale room I (on BLU) actually felt like I've come very far. I don't want to empty the entire bucket of praise since there are clearly areas left to improve on, but this kind of "silent storytelling" incorporated into the map design is one of the things I always like about original Valve design. You don't need to hype up the finale, you do it through the map building. I'll try to give detailed constructive criticism once the next version is out (so I know what stuff has been fixed and whether I'm just going to repeat myself awkwardly), but lastly I'd like to mention I really love the layering in this map. Leaves a lot of play room for ambushes and dynamic changes of battle, as well as some interesting sentry positions. However, the bots also find plenty of sentry chokepoints, so the game isn't unfair on RED either.[/QUOTE] Wonderful feedback. Thanks! I really think that a lot of map design has gotten away from the concept of base infiltration. I think its one of the most powerful forms of storytelling. In a game like TF2 where they don't really need a storyline, I think its certainly an enhancing touch.
So I just played the map, and wow it's incredibly fun. It looks gorgeous and plays very nicely. So very nice work! My friend also pointed this out how the color doesn't change when you cap: [url]http://cloud.steampowered.com/ugc/560921086974509334/49E3F7B98601A1AA418A9D9B5107BE5D8158FF03/[/url]
[QUOTE=noodleboy347;32597387]So I just played the map, and wow it's incredibly fun. It looks gorgeous and plays very nicely. So very nice work! My friend also pointed this out how the color doesn't change when you cap: [url]http://cloud.steampowered.com/ugc/560921086974509334/49E3F7B98601A1AA418A9D9B5107BE5D8158FF03/[/url][/QUOTE] who gives a shit about your opinion? your a fucking failure in life and you write shitty plugins. hope this helps
[QUOTE=intenso;32597547]who gives a shit about your opinion? your a fucking failure in life and you write shitty plugins. hope this helps[/QUOTE] [img]http://i.somethingawful.com/forumsystem/emoticons/emot-frogout.gif[/img]
Oh men, I want this map in TF2 now, I love this map.
[QUOTE=Hatley;32597596][img]http://i.somethingawful.com/forumsystem/emoticons/emot-frogout.gif[/img][/QUOTE] we hate 4chan, please don't use memes thanks
[QUOTE=intenso;32597642]we hate 4chan, please don't use memes thanks[/QUOTE] The gonk is respected here, and what's with the 'we'? Nobody agrees And I know I'm replying to a banned user.
[QUOTE=noodleboy347;32597387]So I just played the map, and wow it's incredibly fun. It looks gorgeous and plays very nicely. So very nice work! My friend also pointed this out how the color doesn't change when you cap: [url]http://cloud.steampowered.com/ugc/560921086974509334/49E3F7B98601A1AA418A9D9B5107BE5D8158FF03/[/url][/QUOTE] I don't think it changes in any map does it? It would require a separate prop_static that changes on cap of the point... a bit unnecessary. Ill check to see if goldrush/badwater change upon cap. In any case, I'm happy you enjoyed the map! [editline]2nd October 2011[/editline] [QUOTE=E.C.S;32597611]Oh men, I want this map in TF2 now, I love this map.[/QUOTE] Thanks. You can play it now if you like.
[QUOTE=R1ghteous;32598939]I don't think it changes in any map does it? It would require a separate prop_static that changes on cap of the point... a bit unnecessary. Ill check to see if goldrush/badwater change upon cap. In any case, I'm happy you enjoyed the map! [editline]2nd October 2011[/editline] Thanks. You can play it now if you like.[/QUOTE] -snip, for some reason I keep thinking this map is CP-
[QUOTE=Erfly;32621267]-snip, for some reason I keep thinking this map is CP-[/QUOTE] Welp... I have my next project outlined on paper. Its going to be a gravelpit style cp map. :)
[QUOTE=R1ghteous;32626685]Welp... I have my next project outlined on paper. Its going to be a gravelpit style cp map. :)[/QUOTE] Do you have a scanner on your printer? (if you have one) I'd love to see your next design.
[QUOTE=Erfly;32626860]Do you have a scanner on your printer? (if you have one) I'd love to see your next design.[/QUOTE] No I sure don't... Sorry. Just so you know though the alpha and beta testing for manngrove was comprised of a pretty small group of friends/family. Something like 30 people total. For my next project ill probably do a larger group for my alpha and beta. Ill be starting on it pretty much as soon as I get Manngrove to final (RC5 comes out tonight which is probably the last release before final.
As of right now I am releasing publicly releasing RC5 of pl_manngrove. This is last iteration before final. You can download the file here from here: 24/7 manngrove server - 216.52.148.23:27015 -or- [url=http://forums.tf2maps.net/showthread.php?t=18087]TF2 Maps[/url]] -or- [url=http://r1ghteous.site.nfoservers.com/server/maps/pl_manngrove_rc5.bsp.bz2]Direct Link[/url]] The newest release features many graphical changes including: 1. Adjusted lighting to help guide players towards objectives, along the fastest routes, and to add more depth/dimension. 2. Adjusted detail in some areas to provide the player with a better experience. 4. Added a new death pit at point D which is more fitting to the environment. 3. Additional optimizing with hints/areaportals/draw distances to provide players with the highest fps possible while still maintaining as much visual depth and polish as possible. 4. Created brushwork for the skybox so that red's skybox models would no longer clash with the color of the brick in the playable area. 5. Corrected some Z-fighting and graphical errors. Gameplay changes include: 1. Additional access to the battlements at point one to provide blu with a more immediate route. This change as shown to assist blu in pushing past the choke at the doorway that provided red with a slightly unbalanced choke in servers over 16 players. You can see the ramp/skill jump here:[IMG]http://cloud.steampowered.com/ugc/578936112017293498/2B90074505206BDEB2C01ACFD9E5B6ED8A7C356E/[/IMG] 2. Added an additional hallway and elevated room for blu within the battlements. Testing with this change has shown to provide blu with an additional position to clear out slightly overpowered sentry spots, as well as, an elevated fighting position to clear the choke at the garage entrance on red side. You can see the changes here: [IMG]http://cloud.steampowered.com/ugc/578936112017292948/9BB23F3D9E9D6EFAC38590353760DC94C181B783/[/IMG] and here: [IMG]http://cloud.steampowered.com/ugc/578936112017292173/11E2D31D1135051661C7B5D12A80828A510C1BB1/[/IMG] 3. Re-added an alternate ending if red wins. The rocket at point D now takes off and players in the area are sucked into its blast. Cleaned up the logic for this as well. 4. The setup time has changed from 90 to 80 seconds. The typical 70 seconds (rc3) was too short for red given the distance necessary to travel and setup sentrys/defense, however 90 seconds (rc4) proved to be frustrating for blu players. 80 seconds has shown to be a happy medium allowing red enough time to setup without frustrating blu players. 5. Added/altered/lit various signage to help players find their way around the map easier on their initial run through. 5. Added a func_door to help new players on the red team make the correct choice in direction to go out of spawn. Signage alone was not enough to ensure players make the correct choice in direcion. The new sign can be seen here: [IMG]http://cloud.steampowered.com/ugc/578936112017291542/C3A9F779AAB08EBCDDED454C0517A2E894EA094F/[/IMG] 6. Added large amounts of player clipping to avoid getting caught on/bumping into objects. Additional player clipping has been added to provide a smoother walkway in some areas that were previously rough do to small changes in height on props/brushwork. 7. In addition to this there were various other small changes that no one will notice but me. If you have any further feedback I am available at [email]the.real.r1ghteous@gmail.com[/email], you can add me on steam, the [url=http://forums.tf2maps.net/showthread.php?t=18087]feedback section[/url]] for the map on tf2maps.net, or I will check back here regularly so feel free to post here as well. I would like to give a big warm thank you to everyone for your feedback and suggestions. I appreciate it more than you know. Also thank you to my testers who helped me with this latest iteration before its release. Finally, thank you all for your support.
I know it's been said many times before, but I really do love the Well-Mountain Lab vibe coming off this map. Excellent work!
[QUOTE=Pocket Medic;32639040]I know it's been said many times before, but I really do love the Well-Mountain Lab vibe coming off this map. Excellent work![/QUOTE] Thank you! :)
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