Saturday November 21 2009
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cp_reelfoot_b1

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From the creater of PL_OUTBACK (S.W.A.T.Y) comes his next great map cp_reelfoot. Reelfoot is a 5CP map just like Badlands, Well, and Granary. Reelfoot is based on a lake in Kentucky (no, I dont live there). Reelfoot is unique from any 5Cp map out there. Reelfoot took me under 30 days to make, from planning to beta 1.


Download
http://forums.tf2maps.net/showthread.php?..


Change Log to b1

-First Release.

-----------------------

Change Log from B1 to b2

-Fixed spawn doors sticking out when opening.
-Fixed some nodraw visisble leaks in some places.
-Fixed a bunch of playerclipping problems.
-Disabled collision on some props.
-Added 3D skybox
-Redesigned middle cap, and the bridge.
-Added some height variation to 2nd and 1st cap.
-Added an underground path to the middle point.
-Increased the fog.
-Added more details.
-Added more lights.
-Increased fps at mid point.
-Reduced the filesize by 7 MB.

-----------------------

Change Log from B2 to b3

-You can finally get on the trees.
-Fixed some clipping problems.
-Fixed some no draw issues around the map.
-Added more details.
-Fixed a problem with the mid cap.
-Added more health/ammo.
-Added more lights in some areas.
-Fixed the stairs in the middle.
-Fixed the deadly doors.
-Retextured some parts of the map.
-Improved fps in the mid point.
-Fixed a problem with the underwater route.
-Reduced the filesize a bit.

Change Log from B3 to b4

-Changed the health kit in mid from small to medium.
-Fixed a few props floating.
-Fixed the stairs in the mid.
-Changed the location of the 2nd forward spawn.
-Added another route from last point to 2nd point.
-Improved fps using occluders.
-Added a bridge at the second point to add more height variation.
-Changed the health kit size from medium to small at second point.
-Added more signs on the wall.
-Increased the ceiling.
-Moved back the ressuply cabinets.
-Added small hp/ammo at last in the new route.
-Added another route for the underwater route.



http://i35.tinypic.com/2s5zhqo.jpg
http://i36.tinypic.com/i74ewn.jpg
http://i34.tinypic.com/jtoxfk.jpg
http://i35.tinypic.com/e7mhqb.jpg
http://i34.tinypic.com/2ywcmfa.jpg

Download
http://forums.tf2maps.net/showthread.php?..

This comment was edited at 11/13/2009 10:32 PM


Okay, no lie, I LOVE the Christmas lights.
Oh. My. God. This might be the first time I fuckin cry since I was 4 because this game is so hard.

looks badass, but it seems to leveled.
5
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way too dark, looks fantastic but it's gonna be hell to play when people start stickying pitch black corners :\
6
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The map is gorgeous!
I definitely agree with #5 that's it's a tad dark.

Besides that I noticed there are only 2 ways to/from last and to/from mid. I'd suggest making another entrance even if it's one that won't be commonly used. Especially when attempting to recap 2nd, the 2 entrances are extremely narrow and the team holding 2nd can easily spam the entrances preventing a proper recap or forcing that team to pop uber early.

So I'd suggest opening those areas up a little, and making sure there are atleast 3 entrances to each point. It looks great so far though!
7
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Didn't test in a scrim however went around the map:

The immediate issue that will need attention is that last point is a large stretch of flat ground. I don't think the ground is just too far from the 1st point and the house, I just think the defenders need some sort of advantage such as height. Sort of like how granary last is a stretch of open land but there are the pipelines that give the defenders an advantage and another pathway which that advantage will have to be taken by the attackers when pushing.

I think if the last point is fixed the rest of the map should work out pretty well.

The screenshots make the map look very flat however mid is far from flat, if last gets a height advantage I think it shouldn't be a problem.

Visually the green rocks right outside of 1st spawn looks odd however I have an fps config but it still looks like it does not have that cartoon style. Everything else looks excellent mid needs a bit more detailing but otherwise it looks awesome.

This comment was edited at 10/18/2009 6:10 PM
8
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I like the look and has some potential for 6s play but maybe make it brighter (well, definitely make it brighter).
9
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cool map shit name

i mean come on seriously
10
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usualy beta names for maps dont stick, but I argree, stupid name

from the pics the map looks cool, gotta test it
11
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Erm...

I'm going to post feedback here that I didn't put up on the tf2maps topic, because as a competitive map, right now this is basically nowhere. As a casual map I could see it progressing, but PLEASE you all should run around this and take a look before you call it good.

The layout is EXTREMELY simple. No offense to Swaty, since I believe he's taken a lot of time developing the theme but not so much the layout, but this map has jumped straight to Beta and it needs some revamping. In specific, I like the connections between the points but all of the areas are too simple. It's like he detailed the walls and out of map areas but left the geometry inside the map just barren.

Swaty, to fix this I recommend you redesign the CPs: On middle, lower the CP and add additional ways up, and at least another way around. At 2nd, keep the connections but add some sort of structure over or under the CP. Too much height in that open area would be bad, but some sort of overlook to the CP would be very neat. On last, just tear out that open space. The connections to last are VERY cool but they just lead to an open field. Add some sort of structure under the point that extends all the way to the far wall towards 2nd.

I like the theme. It needs work but it's creative and I support more maps with this sort of twist on the alpine/swamp style.

<3 Fox

This comment was edited at 10/20/2009 12:05 AM

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It is very baren and boring once you get over the excitement of the design.
(not very helpful sorry)

On first I would create a sort of tree root (that is wide and not round so it isn't easy to fall off) that smashes right into that little walkway so attackers can stop people from sniping or causing havok up there as well as keeping to the theme your map offers. This will also give defenders a height advantage so last isn't so empty.

(will see what else I have for the other points)
14
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you should make the house behind the last point part of the playable map
and yea another path from mid, maybe 1 directional idk
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Just from the screenshots, the lighting strikes me as a bit odd when compared to the skybox- my 2 cents.

Edit: I'll download it and see how it is in-game.

This comment was edited at 10/21/2009 8:21 PM
17
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There is way too much of the grate texture in this map. That is the most glaring eye sore I see. From the screenshots (because it doesn't seem like you have released b2 yet), I don't understand why you made that area at the 1/5 point.

Ya, it looks nice, but it really doesn't seem like it will contribute to the gameplay at all. I think it would be better off if you did that towards the front area of 1/5, where the attacking team comes through the gates. Defending teams should naturally be given the high ground, where at this point, you have flat concrete.

Once b2 comes out, I will look into the map a little more.
#nqa
18
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I do not wish to be mean or anything and I think your going in the right direction with making different heights, but those are not quite good enough. Especially at last point like what I meant by height is a clear height advantage.

This is a terrible example and I just googled height advantage but:

http://img268.imageshack.us/img268/911/ho..

See how that elven bow mistress of the gahra clan is on the rock looking down at that dark lord sauran well that dark lord will have a hard time hitting the bow woman cause she has the clear height advantage.

That is what I meant for last and what I think others meant as well, in the picture of last sure you added different heights but it still didn't give any team a height advantage as I don't think a team would decide to stay on the far side while pushing.

It is up to you but I think for last the defending team should have an advantage over the attacking team as the defending team needs to watch the point at all times (which will make it much harder for them to push into 2nd) and I think the last point right now is very favorable to the attacking team.
19
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you're a faggot mavrix.
20
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Sorry peej was busy looking at this sight :/

http://beltwayblips.dailyradar.com/story/..
21
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Im making the height advantage at the last point like Mavrix and Remix04 mentioned in their post because it does actually make sense. :D I'll post some pics when Im done.
22
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Map is coming along - don't be afraid to go more radical with the heights... height is an asset seldom used.
GotFrag TF2 Head
23
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Thanks guys for all the great feedback. Map is shaping up, I designed the map purposely for comp tf2 players so hopefully it plays great. Here are some pics of what I have been doing with the first part of the map. Beta 2 will come out next week.

http://i38.tinypic.com/1zlgbv4.jpg
http://i38.tinypic.com/dmtks4.jpg
http://i37.tinypic.com/2yza9g7.jpg
http://i33.tinypic.com/2i9r2na.jpg
http://i37.tinypic.com/nd3rcp.jpg

This comment was edited at 10/22/2009 8:22 PM
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BETA 2 OF REELFOOT IS OUT!

DOWNLOAD
http://forums.tf2maps.net/showthread.php?..

Change Log from B1 to b2

-Fixed spawn doors sticking out when opening.
-Fixed some nodraw visisble leaks in some places.
-Fixed a bunch of playerclipping problems.
-Disabled collision on some props.
-Added 3D skybox
-Redesigned middle cap, and the bridge.
-Added some height variation to 2nd and 1st cap.
-Added an underground path to the middle point.
-Increased the fog.
-Added more details.
-Added more lights.
-Increased fps at mid point.
-Reduced the filesize by 7 MB.


http://i38.tinypic.com/anzrb5.jpg
http://i35.tinypic.com/ou39jo.jpg
http://i35.tinypic.com/i53ji9.jpg
http://i35.tinypic.com/mvhtsh.jpg
http://i34.tinypic.com/2qmlykk.jpg
http://i35.tinypic.com/cq72x.jpg
http://i37.tinypic.com/e7ckdt.jpg
http://i36.tinypic.com/f27twi.jpg
25
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beta 3 is out

Change Log from B2 to b3

-You can finally get on the trees.
-Fixed some clipping problems.
-Fixed some no draw issues around the map.
-Added more details.
-Fixed a problem with the mid cap.
-Added more health/ammo.
-Added more lights in some areas.
-Fixed the stairs in the middle.
-Fixed the deadly doors.
-Retextured some parts of the map.
-Improved fps in the mid point.
-Fixed a problem with the underwater route.
-Reduced the filesize a bit.
26
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I think cp_grove would be a better name.

This comment was edited at 11/01/2009 2:34 PM
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The map looks fantastic. cp 2 and 4 seem a bit messy but all the other points look great.
28
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mid has no hight advantages, greatly discourages projectiles, might wana do something about that.
lol

make a treehouse for hillbilly cajuns and mumbo jumbo shamans, that'll give you some height

This comment was edited at 11/03/2009 12:03 PM
30
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I will do something similar to that in b4, will also move back a bit the spawn after capping the 3rd mid point because its too close the 4th point.
31
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Played this map in a pug some things I noticed:

Stairs dont work as intended always on mid
Frames are rather low on majority of map
Spawn is too close to 2

Seems to be against any sort of rocket/sticky jumping because of low ceiling from 2 to 3

Hope this helps
32
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I will be releasing b4 soon which I have been working on for quite some time now.
I have added another route from last to 2nd point to help push back the attacking team.
Changed the health kits in mid from small to medium.
Moved back the 2nd forward spawn so its not close to the 4th spawn.
Improved fps in mid.
33
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My suggestion is watch(from spec)/listen(from vent) to people who scrim on your map. If something seems awry with your map they can point it out to you on the spot.

That's what Mangycarface did for Yukon and look where it is now!

I played the map in a pug yesterday and everyone got about 20 fps or lower

You've said "Improved FPS at mid" in every release so far. I'm just curious-what are you doing?

Also, I totally called that adding another route to last. ;)
36
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Like #34 said, we pugged it and it really didn't play very well. When you forward spawn, you don't even know which way you are going. Mid needs a lot of work, considering the stairs dont even work properly. You have to jump-crouch up them sometimes. Last point is a wide open space that we didn't even really get to see how it plays out. I think you need a couple drastic changes for this to be a playable, competitive 6 on 6 map.

This comment was edited at 11/08/2009 12:00 PM
doin work out there
37
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I think the reason why people are getting low fps is because of the custom rain. I'll try to use sawmill's rain since that has no collision. I'll put more signs as well, I have a lot of people who are playtesting the map and giving feedback.
38
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The issue with 2/4 is that big room with the healthpack in the back of it and no escape if you get cornered... turn that thing into a platform/tower of some sort so that there can actually be height advantage involved at the fight, and you'll have a winner.

Pugged this map the other night and that was really the only really big issue...you also may want to consider the bottom entrance to last actually having a straight path into the yard instead of having to make a 90 degree turn when attacking.

One last thing would be the right-hand pathway on the initial mid fight... it would be nicer if it had less low ceilings and doorways and were a little more rocket/sticky jump-friendly.



PS: cp_bayou

;)

This comment was edited at 11/08/2009 3:52 PM
39
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I have decided to move back the resupply cabinets more deeper into the spawn room because I have noticed that a lot of people keep going back and forth to get health every second. I will aslo rework the underwater area so its more useful and more people use it.
40
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After playing it again tonight, I think the changes thus far have been good, but the offensive team still has to make a narrow 90 degree turn going into last, giving the defensive team a huge advantage at the start of the fight. Keep in mind that the only competitive map in rotation today that features that is Yukon, but at the same time, the final battle area on yukon is so spread out that it still works. You don't have that luxury.

The work at 2/4 is good, and it helped it a lot, but that square room with the healthpack in it is just bad. Usually it's not even worth picking it up because you get trapped in there (annoying).

Also, the change at spawn to allow projectile classes to jump is nice, but that kind of improvement would do well for at least one path of travel the entire way through the map. No one playing soldier/demo wants to be walking to the initial mid fight.
41
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Beta 4 is out with some huge changes!

Download
http://forums.tf2maps.net/showthread.php?..

Change Log from B3 to b4

-Changed the health kit in mid from small to medium.
-Fixed a few props floating.
-Fixed the stairs in the mid.
-Changed the location of the 2nd forward spawn.
-Added another route from last point to 2nd point.
-Improved fps using occluders.
-Added a bridge at the second point to add more height variation.
-Changed the health kit size from medium to small at second point.
-Added more signs on the wall.
-Increased the ceiling.
-Moved back the ressuply cabinets.
-Added small hp/ammo at last in the new route.
-Added another route for the underwater route.

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