• Major Update Speculation XXX: cp_orange_x3 confirmed!
    5,003 replies, posted
[QUOTE=Stiffy360;49387585]Cp_orange_x3 is confirmed apparently. [t]http://i.imgur.com/JCBZM8q.jpg[/t][t]http://i.imgur.com/upuLO74.jpg[/t] [t]http://i.imgur.com/iSSL9te.jpg[/t][t]http://i.imgur.com/SDWAiga.jpg[/t][/QUOTE] Oh my god seeing Orange with a proper artpass is kinda scary. Yet cathartic.
[QUOTE=Stiffy360;49387585]Cp_orange_x3 is confirmed apparently. [t]http://i.imgur.com/JCBZM8q.jpg[/t][t]http://i.imgur.com/upuLO74.jpg[/t] [t]http://i.imgur.com/iSSL9te.jpg[/t][t]http://i.imgur.com/SDWAiga.jpg[/t][/QUOTE] This looks quite nice.
[QUOTE=Wircea;49382304][IMG]http://i.imgur.com/Ibg44n1.png[/IMG][/QUOTE] He probably meant thirty four not three to four.
Oh man, seeing cp_orange like that looks amazing. With Yukon, Snakewater, Borneo, Gullywash and now likely Orange getting into the game, the only two "major" custom maps left to add that I think make sense are Sunshine (already has a halloween version in the game as Sinshine, so why not?) and Ashville (needs an artpass, really neat design for a KOTH). Also, Moonshine would be nice since we got Moonshine Event. [T]https://i.ytimg.com/vi/mxnX1HuEc9U/maxresdefault.jpg[/T] Ashville has an underpass that goes straight under the point and out the other side, meaning you can flank [i]under[/i] people on the point. The point is also on top of glass, so you can see people walking under you. (Perhaps replace this with a mesh though in an artpass so it makes more sense, but that's fine as is, either way)
wait wait wait. we're getting cp_orange?
What about croissant?
[QUOTE=The Duke;49388276]Oh man, seeing cp_orange like that looks amazing. With Yukon, Snakewater, Borneo, Gullywash and now likely Orange getting into the game, the only two "major" custom maps left to add that I think make sense are Sunshine (already has a halloween version in the game as Sinshine, so why not?) and Ashville (needs an artpass, really neat design for a KOTH). Also, Moonshine would be nice since we got Moonshine Event. [T]https://i.ytimg.com/vi/mxnX1HuEc9U/maxresdefault.jpg[/T] Ashville has an underpass that goes straight under the point and out the other side, meaning you can flank [i]under[/i] people on the point. The point is also on top of glass, so you can see people walking under you. (Perhaps replace this with a mesh though in an artpass so it makes more sense, but that's fine as is, either way)[/QUOTE] that would be coalplant [url]https://wiki.teamfortress.com/wiki/Coalplant_(competitive)[/url] [editline]25th December 2015[/editline] [QUOTE=Trekintosh;49388342]What about croissant?[/QUOTE] that map is a stalematey map, even in its current version. it's not a well-liked comp map and would be a worse pub one
Steam is under attack? HIDE YOUR CREDIT CARD INFO! :ohno:
[QUOTE=pepetoads;49388295]wait wait wait. we're getting cp_orange?[/QUOTE] Not really, it's just one of those spicy new memes we got going on. [QUOTE=The Duke;49388295]With Yukon, Snakewater, Borneo, Gullywash and now likely Orange getting into the game, the only two "major" custom maps left to add that I think make sense are Sunshine (already has a halloween version in the game as Sinshine, so why not?) and Ashville (needs an artpass, really neat design for a KOTH). Also, Moonshine would be nice since we got Moonshine Event.[/QUOTE] There are a number of very old maps that really deserve a place in the game, and a permanent one at that. Croissant, Upland, Cranetop, Glacier, Stoneyridge, HAARP, Obscure, Cashworks, to name a few. I get the feeling that for the most part, the maps Valve is shipping with the campaigns tend to be more currently popular ones rather than ones with a tried and true legacy, coding feat, or notable quality that keeps it similar to official maps. Because Valve isn't actually paying anything for new maps, and aren't fully intending to keep them in rotations permanently, they can seemingly lower their standards a bit and make more shortsighted decisions on what maps are good. Suijin is a good example. While Freyja does great work and the map was pretty quality for arena, the koth version had glaring issues, such as the mid sightlines, optimization and the like. Things later fixed, but only once the map had been out officially. 3 years ago Valve would never have put out a map that was not running its intended mode without accommodating changes, nor heavily tested and made notable for excellent gameplay and theme. TF2maps.net runs plenty of tests and most playtests are made of people who are experts in the field of mapping, but it is important that the general community get a chance to try the map a lot as well (something that is near impossible today due to the death of community servers running the game normally on popular custom maps). Suijin got in because of how popular on the workshop it was, and its workshop popularity was a large result of how pretty it was, because let's be honest, most people who gave it a 'yes' vote on the workshop probably never played it before it shipped with GM. It's an unfortunate fact of the maps workshop that most the maps on it are voted on based on screenshots and little else, the exception of course being the relatively few tried and true quality maps, like Sunshine and Glassworks. The best way Valve could do maps is a mix of the old and new system. Thematic maps that are released for promotional or event instances, such as Invasion and the Triad Pack with King, should be the temporary campaigns maps that are eventually removed from official rotations and possibly game files, while Valve should try to get some more rigid QA on good maps, and do the traditional purchase and permanent implementation. Rather than releasing 4 possibly good, possibly meh maps every few months and then removing them, they'd be better off just buying and permanently adding 1 community map every 3-4 months. That would ensure that the community isn't inundated as they have been, and because it is more of an investment on Valve's part, they make sure that whatever they implement is of the highest quality possible.
[QUOTE=mphayes97;49388680]that would be coalplant [url]https://wiki.teamfortress.com/wiki/Coalplant_(competitive)[/url][/QUOTE] Thanks for the headsup, I haven't been into comp in a while and in the last season I was in, it was still Ashville. [QUOTE=Chrytin;49389326]There are a number of very old maps that really deserve a place in the game, and a permanent one at that. Croissant, Upland, Cranetop, Glacier, Stoneyridge, HAARP, Obscure, Cashworks, to name a few.[/Quote] Upland, Stoneyridge, Cashworks, Obscure and definitely HAARP I'd certainly be for. I felt that Cranetop, Croissant and Glacier were so-so but hey, the more the merrier and they were decent maps.
[QUOTE=Stiffy360;49387585]Cp_orange_x3 is confirmed apparently. [t]http://i.imgur.com/JCBZM8q.jpg[/t][t]http://i.imgur.com/upuLO74.jpg[/t] [t]http://i.imgur.com/iSSL9te.jpg[/t][t]http://i.imgur.com/SDWAiga.jpg[/t][/QUOTE] I seriously don't like cp_orange but this looks neat actually. Is this available for download?
You can get it here for now. I'm still fleshing things out an improving performance [url]http://steamcommunity.com/sharedfiles/filedetails/?id=454119288[/url] (In case some of you didn't get it cp_orange_x3 confirmed was a joke) This is a serious map tho.
An art pass won't make the map any less shitty to play on.
[QUOTE=Stiffy360;49387585]Cp_orange_x3 is confirmed apparently. [t]http://i.imgur.com/JCBZM8q.jpg[/t][t]http://i.imgur.com/upuLO74.jpg[/t] [t]http://i.imgur.com/iSSL9te.jpg[/t][t]http://i.imgur.com/SDWAiga.jpg[/t][/QUOTE] i honestly think it looked a lot better when it had the badlands skybox instead [t]http://images.akamai.steamusercontent.com/ugc/43109239071657329/74BF7F3E8776BC2516B04489E9956C7FCB1DEF1F/[/t][t]http://images.akamai.steamusercontent.com/ugc/43109239071653633/D1791081D82958667C48DE45266787EB96AD87A8/[/t] the new skybox texture is really flat and bland, and the way the lighting is set up makes all the flat textures like the sand and the cliffs a whole lot less interesting to look at the shadows on the buildings were a whole lot nicer looking too
[QUOTE=Chrytin;49389326] There are a number of very old maps that really deserve a place in the game, and a permanent one at that. Croissant, Upland, Cranetop, Glacier, Stoneyridge, HAARP, Obscure, Cashworks, to name a few. I get the feeling that for the most part, the maps Valve is shipping with the campaigns tend to be more currently popular ones rather than ones with a tried and true legacy, coding feat, or notable quality that keeps it similar to official maps. Because Valve isn't actually paying anything for new maps, and aren't fully intending to keep them in rotations permanently, they can seemingly lower their standards a bit and make more shortsighted decisions on what maps are good. Suijin is a good example. While Freyja does great work and the map was pretty quality for arena, the koth version had glaring issues, such as the mid sightlines, optimization and the like. Things later fixed, but only once the map had been out officially. 3 years ago Valve would never have put out a map that was not running its intended mode without accommodating changes, nor heavily tested and made notable for excellent gameplay and theme. TF2maps.net runs plenty of tests and most playtests are made of people who are experts in the field of mapping, but it is important that the general community get a chance to try the map a lot as well (something that is near impossible today due to the death of community servers running the game normally on popular custom maps). Suijin got in because of how popular on the workshop it was, and its workshop popularity was a large result of how pretty it was, because let's be honest, most people who gave it a 'yes' vote on the workshop probably never played it before it shipped with GM. It's an unfortunate fact of the maps workshop that most the maps on it are voted on based on screenshots and little else, the exception of course being the relatively few tried and true quality maps, like Sunshine and Glassworks. The best way Valve could do maps is a mix of the old and new system. Thematic maps that are released for promotional or event instances, such as Invasion and the Triad Pack with King, should be the temporary campaigns maps that are eventually removed from official rotations and possibly game files, while Valve should try to get some more rigid QA on good maps, and do the traditional purchase and permanent implementation. Rather than releasing 4 possibly good, possibly meh maps every few months and then removing them, they'd be better off just buying and permanently adding 1 community map every 3-4 months. That would ensure that the community isn't inundated as they have been, and because it is more of an investment on Valve's part, they make sure that whatever they implement is of the highest quality possible.[/QUOTE] Some of those maps, like Cashworks and Obscure aren't on the workship last I checked and Valve has pretty much said that a map has to be on the workshop to be considered for the game. I'm guessing some of the map makers who made those maps don't follow TF2 very closely anymore, I emailed the creator of Cashworks a few months back asking him to put it on the workshop but never heard back. Honestly I don't think any maps should ever be removed from TF2, especially now that the community is pay for maps instead of Valve. Even if a map isn't that great it doesn't matter that much honestly. It will be featured for a few months on the campaign servers and then if it's not that popular it just wont be seen in the map rotation of most servers anymore.
[QUOTE=ComodoreBluth;49392417]Some of those maps, like Cashworks and Obscure aren't on the workship last I checked and Valve has pretty much said that a map has to be on the workshop to be considered for the game. I'm guessing some of the map makers who made those maps don't follow TF2 very closely anymore, I emailed the creator of Cashworks a few months back asking him to put it on the workshop but never heard back.[/QUOTE] It's common for a lot of mappers to end up on the more industry professional side of things, especially the older ones with well-known maps. Either that, or they just focus more on other work. Icarus, the mapper that designed Coldfront, has worked at Bioware for a few years now. Rexy, a co-creator on Mann Manor, is working for Raven Software. Eerieone, creator of Cashworks... I don't know what he's up to. Mangycarface, creator of Frontier, Yukon, etc, all I see from him are shitposts on Twitter. A lot of older mappers have kinda gone their separate ways, and therefore haven't really taken part much in the Workshop's map section. But there's still plenty of veterans around, some of them even getting maps in the Tough Break update. There's always the new guys to look forward to, too!
[QUOTE=Void Skull;49392561]It's common for a lot of mappers to end up on the more industry professional side of things, especially the older ones with well-known maps. Either that, or they just focus more on other work. Icarus, the mapper that designed Coldfront, has worked at Bioware for a few years now. Rexy, a co-creator on Mann Manor, is working for Raven Software. Eerieone, creator of Cashworks... I don't know what he's up to. Mangycarface, creator of Frontier, Yukon, etc, all I see from him are shitposts on Twitter. A lot of older mappers have kinda gone their separate ways, and therefore haven't really taken part much in the Workshop's map section. But there's still plenty of veterans around, some of them even getting maps in the Tough Break update. There's always the new guys to look forward to, too![/QUOTE] I've read that Rexy went on to work at Raven software making CoD maps, which makes me sad because I would of loved to see him finish Zinkenite Valley. It was easily one of the most beautiful custom maps I've seen and I would of loved to see the assets for that map made official TF2 assets, but gameplay wise it still needed some work.
If there is to be a new update, what weapons do you wish to have changes/balances?
When can we even expect the "next balancing update" ? Between gun mettle and tough break there were about 6-5 months, right? Because I sure as fuck don't wanna be stuck with certain weapons for the next 6 months :v
[QUOTE=Fluury;49393278]When can we even expect the "next balancing update" ? Between gun mettle and tough break there were about 6-5 months, right? Because I sure as fuck don't wanna be stuck with certain weapons for the next 6 months :v[/QUOTE] Well, an optimist would guess that hopefully, we're gonna see some open beta form of Matchmaking introduced in the coming months. If it takes till July, it's gonna be awfully slow/late, plus I doubt they'd use beta MM as the major selling point of a summer update that will surely have a new Campaign too. And along those optimistic guesses, I'd hope that beta MM is accompanied or at least followed by a new set of balance changes using both pub and MM feedback to make informed tweaks.
[QUOTE=Fluury;49393278]When can we even expect the "next balancing update" ? Between gun mettle and tough break there were about 6-5 months, right? Because I sure as fuck don't wanna be stuck with certain weapons for the next 6 months :v[/QUOTE] We only usually get rebalances during major updates since thats when most players read patch notes and more people then normal play the game. They have done some emergency fixes after a major update when they screwed up and a weapon really needed it though. I suppose if the public matchmaking ships before the summer update that might be a big enough update to get some rebalances.
[QUOTE=TwoYearLurker;49392224]i honestly think it looked a lot better when it had the badlands skybox instead [t]http://images.akamai.steamusercontent.com/ugc/43109239071657329/74BF7F3E8776BC2516B04489E9956C7FCB1DEF1F/[/t][t]http://images.akamai.steamusercontent.com/ugc/43109239071653633/D1791081D82958667C48DE45266787EB96AD87A8/[/t] the new skybox texture is really flat and bland, and the way the lighting is set up makes all the flat textures like the sand and the cliffs a whole lot less interesting to look at the shadows on the buildings were a whole lot nicer looking too[/QUOTE] The issue with that skybox, while I agree it looks better, is it made players hard to discern from the environment. Which for a large map like orange, player visibility is a high priority.
Why are people talking cp_orange as if it has some actual level design like other tf2 maps? It's a glorified trade/idling map, no amount of art passes will save it from its godawful design. It's not meant to be played in any actual game mode.
Uh... Correct me if I'm wrong, but wasn't Cp_orange made originally as a legit map until the maker just decided "fuck it" and released it as what we all know and hate?
All I have are painful memories of orange crit servers filled with scouts and snipers.
[QUOTE=Enterim;49393983]Why are people talking cp_orange as if it has some actual level design like other tf2 maps? It's a glorified trade/idling map, no amount of art passes will save it from its godawful design. It's not meant to be played in any actual game mode.[/QUOTE] It's a stupid fun map like 2fort. and say what you want about it, but I think it's fine to have some common level design sense in a stupid map like orange, such as high-visibility and great fps
I like cp_orange, with and without crits. Big stupid fun maps with a lot of endless tension with a central hub to focus on like a tower or base is a nice time waster.
It isn't a comp map, but honestly if we have maps like dustbowl, 2fort, doublecross, egypt and probed, there isn't anything wrong with adding orange and considering it's past, it will certainly garner attention and players.
[QUOTE=The Duke;49395095]It isn't a comp map, but honestly if we have maps like dustbowl, 2fort, doublecross, egypt and probed, there isn't anything wrong with adding orange and considering it's past, it will certainly garner attention and players.[/QUOTE] what's wrong with doublecross, egypt, and probed?
[QUOTE=pepetoads;49395134]what's wrong with doublecross, egypt, and probed?[/QUOTE] Doublecross is an Engie haven like 2fort, but even easier because you only have three ways into the intel room: one that is right next to the spawn and is only accessible typically by blast jumping and taking damage since it's meant to be one-way, another that you can hide a sentry from entirely and another that is just one person wide and thus easy to defend against a rush. It's very possible to defend the intel by yourself using a level 3 sentry, dispenser and a short circuit. Egypt's third stage is a chokepoint fest right after point A, plus the length of time it takes to cap A combined with how fast it drains when defended makes it easy to defend if you have a competent team. Last is also an Engineer and Sniper haven as if you successfully keep the third gate off to the right (from red's perspective) defended, a sniper on each of the other two gates can basically hold off the entire blue team due to them having to walk a solid straight line out narrow openings to make it out, not to mention the pit-shaped point can just be grenade/sticky spammed by Red if the Engineers managed to screw up hard enough to lose all their sentries. First two stages are fine on Egypt, but third is just really awkward in a way that is similar to Dustbowl stage 1. Probed has exploding aliens that can reappear instantly as you are hitting someone (and placed in locations where you are likely to run into them. 2fort Invasion is similarly awful in this regard about the aliens. Exploding pumpkins are placed on top of props or in corners and not in the middle of a walkway for a reason) and also has stupid UFO bullshit where you can be capping last, get sucked up instantly by the UFO without warning and basically deny you from finishing the cap, losing the game. I've had the latter happen at least 5 times including three times where it was right after capping started, letting the cap meter drain due to invuln preventing you from capping and the time lost walking across the UFO. That's ignoring that Probed allows Engineers to build on the second-story roof and have snipers there as well as being easy to spycheck it, so the level really works against the team trying to reclaim a point in ways that include RNG.
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