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cp_wildmire _b3 released!

Created 20th November 2009 @ 20:26

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Zipok

Expect _b2 to be released during this week.

_b2 will feature a CP1 that is something completely different, and most certainly looks more fun and flowing. Also some minor tweaks here and there. Stay tuned for some cp_wildmire in your near future!

P.S. I just spent a night mapping, and I gotta wake up early. Crap. :<


Last edited by Zipok,

tarmo-

<3 Fruit

Interview of wildmire authors: http://www.resupply.eu/index.php?site=news_comments&newsID=206

tesco

mrp.

i ran through the map :)

at the indoor areas, the stickies go through the lamps
http://images.netbag.hu/20091125/00344645059.jpg

you can stand on the edge of roof of the tallest building @ RED CP2
http://images.netbag.hu/20091125/00393683130.jpg

you can jump over the two gates at middle (but if you don’t jump enough high, you can’t stay on the roof, you’ll slide down)
http://images.netbag.hu/20091125/00393651336.jpg

you can stand here @ CP2
http://images.netbag.hu/20091125/00393733337.jpg

and it’s not a bug, but there is no bubble, if you stand on a point (defend this point, this point is not avalaible at this time etc)
http://images.netbag.hu/20091125/00393775494.jpg


Last edited by tesco,

AnimaL

shit fps = shit map

gg

byte

When someone spends so much time on a map doing good for the community and or themselves it’s a bit disheartening to have to listen to when ppl say “its shit” and thats it, how’s that meant to help them?

Or just say something v hostile and then nothing else? Their trying to do you a favour and bring maps in as valve can’t seem to bring in good ones at the moment. Yes i will admit wildmire as some layout issues in terms of gameplay and i’d be happy to contribute if they ever needed my opinion, but there’s no need to start giving such a brutal opinion which isn’t constructive feedback.

Good job to you both tarmo and Zip, it looks awesome the game play needs fixing in certain areas though as i’m sure you’ve figured that out. Good luck with the next update if you want any opinion pm me whenever.

Just remember people take time out of their ordinary lives to do these things, for free at the moment so have a little respect please.

[Edit: sorry i meant Zip not Zey :x]

Cheers

Byte


Last edited by byte,

AnimaL

ok rephrasing that – shit fps makes ppl want to never play it again and think bad bad things about it

also might just be my deluded mind, but its too dark and makes brain hurt after 10min of gameplay…


Last edited by AnimaL,

archy

gonna have a look at it now. i will edit my post later and add some feedback.

here we go: EDIT:

we got a very big door over here:

http://img5.imagebanana.com/view/5x6fblsk/cp_wildmire_b10000.jpg

compare it to the doors on gran or turbine and you see what i mean.

dunno what this bottle i good for:

http://img5.imagebanana.com/view/ua5hazjj/cp_wildmire_b10001.jpg

maybe its there because you are still planning on adding something. dunno. just yfi.

and third thing i saw: non solid window frame. dunno if it is like that on purpose.

http://img5.imagebanana.com/view/eguinl8c/cp_wildmire_b10002.jpg

the last one:

http://img5.imagebanana.com/view/eguinl8c/cp_wildmire_b10002.jpg

i also dont know if you want the light to come through the wood.

i add that i have never really played the map and looked at it like a guy that is just sitting behind his own map. so i honestly hope that my screens may help you.


Last edited by archy,

ThePledge

Played it twice now as a medic in a pickup and I enjoyed it both times. For now what I’ve seen is that the heavy classes usually take the fastest routes to both the middle and second point, so I have no idea how the scout’s route works.

I enjoyed the overview, my fps was fine and it was easy to understand where you are supposed to be going. The only thing I didn’t like is that when you push on as a medic, you’re the only one _unable_ to jump onto the second point. That gave me some annoyance and delay in the push as well when we were going on top.

But for now, I like the map. Going to play it a couple of teams with my team maybe, and see how it goes there. Will post more feedback right here on grab you on Steam when I find out something else :)

Gl authors, I like it so far! Keep up the good work.

Zipok

Archy: Only two of your images work. :( The bottle thing is gone, I completely remade CP1 and I’m currently busy working with finalizing the visuals and the things I need to make before releasing _b2. The non-solid windows are a known thing, we didn’t want the windowmodels to cause players getting stuck, so we made them not-solid. Tried to make it so that you can’t sticky inside the models too easily.

Animal: I’m trying my best to optimize the map. Just bear with the low-fps if you’re unlucky to have one, and hope that I can find a solution to what is causing the problems in some places. Unless your bad-fps spots are CP2–>3 choke, or CP1–>2 lobby, could you tell me where your fps drops? And about lights, its all about fine-tuning from now on. Screenshots from too dark locations are welcome. If the whole map feels too dark, I’d like to know is it in your gamma, your configs, or the map itself. For me, using m0reconfig, it feels perfectly lit.

Byte: Cheers! Thanks for saying what I wanted to say. ..But who is Zey? :P
[ Reply to your edit: Np, I found that funny. :) ]

Tesco: Wow! Nice effort there, its just awesome seeing someone put so much time into investigating the map :) I will definitely fix some of the unwanted spots you mentioned. The rooftop at choke.. we wanted to give aggressive demomen or maybe even soldiers a chance to jump over it in an all-out attempt to push back to mid, but it quickly became obvious that standing on the rooftop would be too obvious and easy way to control that region. The bubble thingy, it isn’t in the map, that I can say. The required triggers are there.

The Pledge: I love you :) Someone else bothering to organize playtime for the map makes me feel more motivated to improve the map. But could you wait for _b2? I’m more interested in seeing how the new-design CP1 functions, the old one just feels wrong when compared to the newest layout.
And about jumping on top CP2, it IS possible for medics, even heavies. You see the rock that sticks through the metal fence between the rocks and the point..? :p


Last edited by Zipok,

AnimaL

middle and cp2>3 choke is unplayable… my fps is balanced for blands/gran/well/gully, bet here (same as bytes new beta map) fps drops way below blands worst case

so, if u dont have low fps, try watching blands 6v6 middle and remember the lowest fps there, if ur map fps is way below that, ppl will have fps probs

tarmo-

<3 Fruit

middle and cp2>3 choke is unplayable… my fps is balanced for blands/gran/well/gully, bet here (same as bytes new beta map) fps drops way below blands worst case

so, if u dont have low fps, try watching blands 6v6 middle and remember the lowest fps there, if ur map fps is way below that, ppl will have fps probs

the thing is… i got better fps on here than on any official map..

AnimaL

middle and cp2>3 choke is unplayable… my fps is balanced for blands/gran/well/gully, bet here (same as bytes new beta map) fps drops way below blands worst case

so, if u dont have low fps, try watching blands 6v6 middle and remember the lowest fps there, if ur map fps is way below that, ppl will have fps probs

the thing is… i got better fps on here than on any official map..

dx9?

tarmo-

<3 Fruit

yes. dx9

Zipok

Here you are: cp_wildmire_b2 is out. The main reason for this update so soon after _b1 release was the base (first cp), which has seen a complete remake. I’ve also tweaked some other parts a bit, but the fine-tuning part is yet to come.

Enjoy the new layout! I like it a lot more than the older one. :) Feedback is still appreciated, and if anyone gives the map any playtime, I’m glad to spectate if possible.


Last edited by Zipok,

wer

tfortress.no

I think i like the new 1st cp.
there are only 3 entrances tho, and all of them are kind of choke points.

the window downstairs in blu lobby is missing :)

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