MAP INFORMATION, CHANGELOG and MY OPINIONS & THINGS BY DESIGN -x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x Map information: CP_MILLSTONE (eventually) Map created by ics, ics@ics-base.net, http://www.ics-base.net, http://steamcommunity.com/id/ics Version history: OUT: cp_millstone_b1 23rd of December 2010 (first public release) cp_millstone_b2 25th of December 2010 cp_millstone_b3 30th of December 2010 cp_millstone_b4 4th of January 2011 cp_millstone_b5 9th of January 2011 (DUD RELEASE! Do NOT USE THIS ON YOUR SERVERS!) cp_millstone_b6 9th of January 2011 Other notes: Built time: 2 months + 2-3 weeks of gameplay/visual improvements Compile time: ~15mins on C2D E6600 (2,4GHz) Excellent fps level all over the map! This may never be "official map" but it's something that i enjoyed working on. -x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x Changelog of CP_MILLSTONE beta versions b1 (beta1) initial public release ---------------------------------------- b2 (beta 2 fixes) -Fixed some models not showing lower DX levels than 9.0+ -B point more open now -A point has more cover now -Added more details -Reduced healthpacks / ammpacks count -Fixed other known issues ---------------------------------------- b3 (beta 3 fixes and improvements) - Simplified areas and routes between A and B points (now larger areas, easier to move and finding C faster) - Added new route to A from high house (you can now jump down to A from there) - Added new route to C from left side house near C (as seen from BLU base) - Rescattered/positioned some ammopacks and healthkits - Rescattered/added/decreased count of some signs - Removed wooden class planks from BLU base - breaking them / seeing them break sometimes caused a game crashes (not server). - Control point A "mining pit" is now deeper to display it's killing abilities (pit of death) - Added more details - Fixed some settings - now mission notes display correctly - Changed RED spawn doors opening only to the RED team. No more BLU. If no issues surface anymore, this is propably close to what the map is supposed to be as finished. I am aware of couple of things that might cause issues, such as getting out of spawn but that's what the medics are for and capping C. Supposedly it is too hard to cap but in most games, it has fallen to the BLU hands on most times as i've been playing and watching. This issue is now addressed with the new route to C in this b3 version. ---------------------------------------- b4 (beta 4 improvements and fixes) - Fixed visual issues, such as dark shadows on some surfaces - Fixed model lighting errors. Too dark, too bright -> normal - Fixed missing signs for route B on one route - Fixed displacement sew errors (was able to see into emptyness in couple of spots) - Fixed too early/too late fade in/out on some models - Fixed couple of spots where you could get stuck - Improved player clipping, no more bumping into small corners - Increased couple of ammo / healthbox sizes - Added more cap time on A/B points (180 seconds -> 240 seconds) - Added more details into the map and cleaned up useless brushes / unused textures. ---------------------------------------- b5 (beta 5 imrovements and fixes + ka-boom!) Beta 5 was a dud release due to hammer corrupting the VMF file but these changes were made to it before noticing this. The spawndoors did not open and BLU could not get out of their base. Logic_relay was for some odd reason lost the function that should have opened these doors. I have not touched it since _b2 release so it must be hammer issue. Also a model was missing between B and C (large mountain rock). What else? I guess we'll see in the future. - HUD letters for A and B caps reversed. Now looks more logical as A is on the right and B on the left as seen from BLU base. - New route added to A (broke a wall down) - New route added to C (through high house) - Route between A and B closed and moved to another location (to the wider area ahead) and route to C closed next to that area. -- Due to these changes, gameplay became much more clear and map more playable for new players who see the map for the first time. - Improvements to player clips, there where more locations that needed adjustments - Improvements to arrows within the map that show the directions - Improved lighting on some locations so you can see better - Added more details into the map all around it wherever possible or lacking some. ---------------------------------------- b6 (beta 6) - Fixed BLU spawndoors to open normally again (see b5 notes) - Now REALLY close to be finished! ---------------------------------------- -x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x-x Opinions and things by design: (written at the time of b3 release) Because people seem to compare this map into the existing 3CP maps that follow same layout (mainly Gravelpit and Furnace), i have to comment why things in this map are as they are. Constructive criticism is always welcome and while i do not always share the point of view someone has (some things are by design as i see fit), i do take count on the bug reports and opinions. Based on the comments and suggestions, i do and have done changes to the map. Players opinions are most welcome and i like to watch how they run around in my map. Originally my plans were to do 2 betas. 1 for gameplay, 1 for "final release". Due to things surfaced during gameplay, i ended up doing 4 (even more if needed to test out changes). So far on the beta3, players seem to get around quite nicely once they play the map around for couple of times. But now to the replies of surfaced issues, comments and such, have fun: ------------- First of all, i did not want to create another clone of Gravelpit. I wanted to do something original that would last longer and would keep players interested. This is why the map layout is as it is. Some people say that it's too confusing. Name one map that isn't confusing on first playthroughs? Ever played Hydro when routes change? This isn't even close to that one. Steel? Players hated that one, untill they found out how brilliant it's design really is. Yes, it's very complex at first but once you learn it out, it plays out fine. This map of mine goes to the same category. You need to play it for some time untill you see that it's actually quite playable and includes many routes to achieve your objective. Yes, there are more simple maps around that mirror themselves or that are follow payload, where you cannot have that large maps or areas. Granted, i did took some model out of Gravelpit, it being available in sdk_cp_gravelpit.vmf since this was my first map but for the layout, not that much. This was a good place to start mapping for TF2. Something original and not repeatetive. ------------- Some players have said that it takes too long to travel to the C cap for the BLU. I assume this is again due to Gravelpit comparison. When travelled from BLU spawn through shortest route to the C point (directly from spawn to the actual point), it takes even less as foot as it does on Gravelpit when you walk and not rocket, sticky, etc jump. However, this applies only to the shortest route. If you travel from BLU spawn to C "area" (where you first see the C cap), the trip is longer for total of 3 seconds than in Gravelpit. 3 seconds, imagine that. As for the other routes, yes, the distance is long. This is why the engineers are for and the game is a teamplay. When you work as a team, you will also win. C isn't impossible to take on. It is supposed to be hard but not impossible. ------------- Some players have also said that C is hard to find. I in the other hand, find this very hard to believe. Try it. Go from BLU base to A and head for C. On both exits from A, there is a way to C and both exits from B, there is a way to C too, even before the B! From A to C, shortest routes: 2 exits from A to C - through the mine tunnel and through inside house on the left, as seen from BLU base. Once you go into the tunnel, you can't miss C signs and way to right. Once you head to the house, you can't be missing the C signs that point to right, both floors, downstairs and upstairs. Then there is only 1 big room before exit to the C that is marked very good. From B to C, shortest routes: Head left from B, just keep going left as you can and you end up at C. Basically once you head left, you just follow the route untill you end up at C. There are signs again marked on the surroundings. Another easy is to head left from B but instead, go into the house and follow route again to up at the stairs, and again up and once more up and turn left. C is right there. That route only leads to C. Signs mark it again. Once you head right from B, you end up into the tunnel and in there, either go left, jump up on the barrels and go upstairs. Then straight and left. C is there. Other option is to take right and then left. Signs mark the way. From BLU spawn to C, shortest route: Head toward B from base, take right on the spawngate door (that opens when setup time is over) and when you arrive to the large area after the small house next to barrels at right, take a left and you see signs marking C. Go forward and head right like the signs say and when exiting left, C is right there. -------------