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cp_prolands

Created 26th June 2017 @ 19:50

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Collaide

In a recent thread on tftv people discussed changes they would like to see to cp_badlands. I went ahead and worked on some changes, most of them are just fixes and smoothing out gameplay, but some are requested features like more ammo.

If you have feedback, don’t be afraid to post it. A lot of changes can be patched up fairly quickly, meaning that trying a feature out doesn’t necessarily make it permanent.

TFTV Thread: http://www.teamfortress.tv/41308/cp-prolands

(Dropbox) Download version b2c: https://www.dropbox.com/s/e5ua3uy4p25mo3r/cp_prolands_b2c.zip?dl=0

Full Changelog:

cp_badlands -> cp_prolands_b1a

AMMO/HEALTH CHANGES:
– Changed haunter ammokits to from small to medium
– Added small ammokit on balcony
– Removed one of the small ammokits in top lobby.
– Changed the other small ammokit in top lobby to medium. (Small ammo is 20%, 20+20=40, medium ammo is 50%, so this is technically an increase in ammo)
– Added a medium ammo kit right below the bridge on mid. I didn’t want to change the ammokits above to medium because that would give engies too much metal.

SMOOTHING/FIXING SPLASH:
– Added proper blockbullets in choke (you can now do the ramp slide) & stonebridge.
– Made trains nonsolid and created proper blockbullets.
– Removed the hole between planks on spire, blockbulleted the fence and made it nonsolid. Plank is slightly resized.
– Properly blockbulleted boxes on balcony
– Blockbulleted inside the shithouse.
– Blockbulleted the floor which dips down slightly on last point.
– Blockbulleted the main bridge on mid.
– Blockbulleted the bottom parts of exterior house walls, so they eat fewer rockets.
– Blockbulleted the floor behind last point.
– Clipped away a spot on the spire you could stand on thin air.
– Mirrored clipping on a fence you could stand on in a chokepoint
– Mirrored clipping in house, as well as clipped the roof. As a consequence you can no longer stand on top of the bullskull.
– Smoothed out clipping and moving around in choke.
– Fences in lobby and last are now nonsolid but clipped.
– Adjusted clipping above launch pad slightly.
– Lamps and metal beams in lobby, shithouse and house are now nonsolid, except for the lamp above last point. The lamp commonly used for backcaps in lobby is not a hiding spot anymore. However, I added a more obvious to the eye, spot you can stand on, which is easier for the defending team to check.
– Smoothed wooden bridge on mid slightly.
– Removed the huge shit attached to the resup house & above haunter. Should make rocket jumping off the wall easier.
– Making the leaves of rooves nonsolid, in order to allow rocket jumps.
– Removed the attached piece of house above diagonal.
– Changed a barrel model next to stonebridge – Also mirrored this
– Removed metal near stonebridge/haunter.
– Explosions don’t get eaten by the crates on the trains anymore. I tried to visualize this.
– Roof on last has no vents anymore. This combined with metal beams not being solid anymore, should make it easier to manouver.

GAMEPLAY CHANGES:
– Removed hiding spot behind the fence on balcony, due to it only being clearable from dropdown.
– Buffed a hiding spot outside of balcony, which is considerably more difficult to use than the one removed.
– Added a tire to balcony, behind the fence. You can now jump to spire as scout without using the winger or the boston – basher. Not a huge change but it may improve accessibility to the spire ever so slightly.
– Didn’t make skybox bigger, but removed wierd clipping in the ceiling that restricted vertical player movement.
– As requested by Paulsen, I opened up the left side of balcony (from the defenders perspective). This will hopefully make it easier to push out and to clear trash.
– Removed tiny metal railings at floor level on balcony, next to the crates.
– The hiding spot in house, is now changed, but visual clues make it consistent with how the rest of the interior looks.

GAME LOGIC:
– Decreased spire cap time from 8 to 7 seconds
– The team attacking spire on other side of the map (4th point from first person perspective) now has 3 seconds longer respawn than they used to. The opposite team has 2 seconds shorter respawn time. This makes their respawn timers equal, at -2.

cp_prolands_b1a -> cp_prolands_b1b

SMOOTHING/FIXING SPLASH:
– Made vents in lobby and last nonsolid.
– Made smoother clipping in balcony next to the crates.

BUG FIX:
– Fixed the shutter doors.
– Fixed gap in the wall allowing you to see into main from top right last.
– Fixed rooves I didn’t do properly.

Special thanks to Fuxx for helping me out a bit.
The biggest time killer on this project was fixing the rooves…

cp_prolands_b1b -> cp_prolands_b2

SMOOTHING/FIXING SPLASH:
– Patched up holes in rooves. Mirrored rooves so they are the same on both sides of mid.This was done to get same gamplay inside and same spam angle above.
– Made minor adjustments to the blockbullets of the trains on mid.
– Blockbulleted concrete “step” in trash.
– Blockbulleted concrete “step” in choke.
– Blockbulleted concrete “step” in the main entrance to house from mid.
– Blockbulleted small stairs in house near haunter.
– Blockbulleted haunter due it it being possible to get caught on the tiny ledges when rocketjumping & jumping
– Changed clip brushes inside house to blockbullets. This should prevent rockets shot on the walls from getting eaten.
– Removed boxes close to the health kit on left balcony (defenders perspective) (NOT THE HIDING SPOT)
– Rock wall under dropdown is now a bit flatter to make it easier to jump into it from below.
– Clipping around dropdown is now a lot better. This should make it harder to get stuck on the concrete or on the metal.

BUG FIX:
– Fixed A LOT OF minor graphical errors.
– Corrected misses: Missed on making several props nonsolid.

GAMEPLAY CHANGES:
– Reverted the new opening on balcony, due to potential league/pug play. I want to reintroduce it in a later version though[/spoiler]

cp_prolands_b2 -> cp_prolands_b2a

BUG FIX:
– Fixed spiderwebs in BLU house being solid. It was a bug where the spiderweb was not correctly set up.

SMOOTHING/FIXING SPLASH:
– Made blockbullets in haunter better
– Blockbulleted floor on balcony so you don’t get stuck on the tiny wooden ledges if you jump

cp_prolands_b2a -> cp_prolands_b2b

BUG FIX:
– Fixed being able to leave the map
– Fixed two spots where you were able to stand on rooves
– Fixed a spot where you could stand in the middle of nothing
– Fixed a couple of graphical errors
– Hopefully fixed the HUD issues(?) (The settings were on default in hammer editor but I think my custom HUD might have something to do with it…)

THINGS TO BE DONE/CURRENTLY CONSIDERING:
– Improving “hitbox” of spire.


Last edited by Collaide,

Collaide

BETA 2 FIX!

(Dropbox) Download: https://www.dropbox.com/s/2he67vg32zqq62h/cp_prolands_b2a.zip?dl=0

cp_prolands_b2 -> cp_prolands_b2a

BUG FIX:
– Fixed spiderwebs in BLU house being solid. It was a bug where the spiderweb was not correctly set up.

SMOOTHING/FIXING SPLASH:
– Made blockbullets in haunter better
– Blockbulleted floor on balcony so you don’t get stuck on the tiny wooden ledges if you jump


Last edited by Collaide,

Fuxx

REMOVE

After participating in the first half of the cup and having also scrimmed on this map (haven’t tried _b2a but shouldn’t matter) I have to say that the games felt extremely comfortable. It’s still cp_badlands as we all know and love it at the core, with nothing seeming out of place or the slightest bit alien. The improvements to the map, while subtle and not really noticeable if you’re not looking for them, I believed helped make the experience a smooth one with none of the random frustrations that could’ve been found in the standard badlands.

I must comment however on the tinkering done to spawn differences on last/2nd. At one point when trying to push out of last we captured 2nd but immediately got re-capped. Our demo, who died after we capped 2nd, was just about to respawn. When the enemy captured spire, his spawn changed from 2 seconds to 10 seconds. This isn’t to say that I think times need to be changed at all, as I didn’t feel it to be really an issue, but as the one thing that stood out to me I just had to mention it.

I’m not sure now but I think that in a scrim I tried to jump up to one of the lamps on the right side of the enemy’s lobby to go for a sneaky play, but found it was nocollided to my surprise. Personally I’m not very fond of removing these things from maps because they add flavor and open the room for more diverse and creative plays. Would like to see it collided again.

With that said:
I highly recommend ETF2L to replace cp_badlands with this version. It’s the exact same map and it plays in the same manner. There is no reason not to use this version other than newbies being confused, which can be solved by still considering the official version valid if both teams agree with it.

you can stand in the air:
http://imgur.com/a/zUUXY

Collaide

Quoted from Fuxx

After participating in the first half of the cup and having also scrimmed on this map (haven’t tried _b2a but shouldn’t matter) I have to say that the games felt extremely comfortable. It’s still cp_badlands as we all know and love it at the core, with nothing seeming out of place or the slightest bit alien. The improvements to the map, while subtle and not really noticeable if you’re not looking for them, I believed helped make the experience a smooth one with none of the random frustrations that could’ve been found in the standard badlands.

I must comment however on the tinkering done to spawn differences on last/2nd. At one point when trying to push out of last we captured 2nd but immediately got re-capped. Our demo, who died after we capped 2nd, was just about to respawn. When the enemy captured spire, his spawn changed from 2 seconds to 10 seconds. This isn’t to say that I think times need to be changed at all, as I didn’t feel it to be really an issue, but as the one thing that stood out to me I just had to mention it.

I’m not sure now but I think that in a scrim I tried to jump up to one of the lamps on the right side of the enemy’s lobby to go for a sneaky play, but found it was nocollided to my surprise. Personally I’m not very fond of removing these things from maps because they add flavor and open the room for more diverse and creative plays. Would like to see it collided again.

With that said:
I highly recommend ETF2L to replace cp_badlands with this version. It’s the exact same map and it plays in the same manner. There is no reason not to use this version other than newbies being confused, which can be solved by still considering the official version valid if both teams agree with it.

Most people on the tftv thread agreed that the lamps are stupid that’s why it was done, and it seems like that’s still the majority.

As for the demo spawn that miiiight be due to new spawn times, but more likely it would have been worse on old badlands ? Not sure

Collaide

Quoted from Sjukel

you can stand in the air:
http://imgur.com/a/zUUXY

thanks

30.06

RATS

ammopacks amirite

Good job Collaide, was way more confortable to play.
Please ETF2L, put this version instead of Dablands

Tea

hello, found some more bugs

http://imgur.com/SiWCrIM Gully above blue house

http://imgur.com/oKKwZxZ Roof above blue’s valley

https://giphy.com/gifs/CJJto7nzHN53G

Also, this clipping hole let players go out of the map


Last edited by Tea,

TimTum

(ETF2L Donator)
-ƒ$-BLAH

I don’t know what this is, but I got stuck on last: https://plays.tv/s/LNObZeMHaptJ (mute the audio it’s a bit fucked up)

Collaide

Quoted from TimTum

I don’t know what this is, but I got stuck on last: https://plays.tv/s/LNObZeMHaptJ (mute the audio it’s a bit fucked up)

That is a source engine bug, sorry

Collaide

Quoted from Tea

hello, found some more bugs

http://imgur.com/SiWCrIM Gully above blue house

http://imgur.com/oKKwZxZ Roof above blue’s valley

https://giphy.com/gifs/CJJto7nzHN53G

Also, this clipping hole let players go out of the map

What version is this? Because the first 2 spots were fixed when b2 first came out
EDIT: Wtf you’re right, thanks for showing me.


Last edited by Collaide,

Better than normal badlands but last needs to be made easier to hold/push out of. Widen doorways??? Nerf sheepy spot???

Collaide

Quoted from yak

Better than normal badlands but last needs to be made easier to hold/push out of. Widen doorways??? Nerf sheepy spot???

Since some people hate change so much I was forced to reconsider making larger changes, at least for now. I have a couple of good ideas for b3 though. (I will share these ideas so they can be discussed before I release b3 [I won’t release b3 for at least a month or two]).

Collaide

MORE FIXES!
yaay

(Dropbox) Download: https://www.dropbox.com/s/yj0v0608tz8a7gi/cp_prolands_b2b.zip?dl=0

cp_prolands_b2a -> cp_prolands_b2b

BUG FIX:
– Fixed being able to leave the map
– Fixed two spots where you were able to stand on rooves
– Fixed a spot where you could stand in the middle of nothing
– Fixed a couple of graphical errors
– Hopefully fixed the HUD issues(?) (The settings were on default in hammer editor but I think my custom HUD might have something to do with it…)

Shoutout to carn for helping me!

Spanns

:3
DBLE

the project is looking great, thanks Collaide, heres a few bugs from b2b

– on last (both teams) the upper wall on the left of spawn doesn’t go all the way to the column (you can also throw projectiles out of the map above the displacement)
http://i.imgur.com/OKT2vCN.jpg

– the tires inside the house in the flank aren’t correctly positioned, on RED you can stand behind them but on BLU it’s too close to the wall:
http://i.imgur.com/Yxo347F.jpg – RED
http://i.imgur.com/99nKt5u.jpg – BLU

– you can stand on these 2 spots
http://i.imgur.com/Gr672w4.jpg – works on both sides
http://i.imgur.com/vYCur2J.jpg – only works on the RED side

– the lower half of the house in flank has cracks shorter than a unit length (RED and BLU)
http://i.imgur.com/l1FhiL0.jpg


Last edited by Spanns,

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