View Full Version : cp_mainline
swaty
01-03-2010, 06:28 PM
http://i44.tinypic.com/aa7z81.jpg
http://i44.tinypic.com/ak8nwp.jpg
http://i40.tinypic.com/s46s9e.jpg
Download
http://www.fpsbanana.com/maps/download/121908
Change Log from RC5 to rc6
-Removed the "fake doors"
-Big fps boost around 2nd and mid point.
-Removed the crate at mid and placed a platform
-Made 2nd easier to defend by putting a door where the glass window was so that makes it easier to defend it.
-Removed the small health pack at 2nd point.
-Lowered the cap point on last, height wise so it should be easier to attack it and attacking it.
-Removed the big pipe on last and raised the ground so its easier accessing the point.
-Fixed the splash dmg at mid.
-Added a cover when you get out of the first spawn so it takes some time to get around it and get to the point and people wont hide in the spawn.
-Made mid less scout friendly by removing the boxes so it will take more time for a scout to get up the train.
-Fixed a few other things as well.
-Moved the ammo pack on 2nd so its easier to see.
-Moved back the health cabinets in the spawn so its easier to attack last.
-Lowered the respawn times.
-Widen all the small entrances.
-Drastically shorten the valley side so its more useful now.
-Resized the size of the last point so its much smaller now for 6v6.
-Reworked all the interior areas.
-Added a route at last.
swaty
02-05-2010, 03:51 PM
Download
http://forums.tf2maps.net/showthread.php?t=9967
RC3 is out folks. Updated first post with new pics and info.
Change Log from RC2 to RC3
-Added more detail to the map.
-Fixed a ton of playerclipping issues.
-Closed off the balcony at 2nd point to fix the issue with the backcapping.
-Added a connector between the left right building going to 2nd point.
-Improved fps throughout the map.
-Fixed a bunch of visual problems.
-Reworked some of the buidlings at mid and 1st point.
-Adjusted the far right route so its shorter and more useful.
-Added more lights to certain parts of the map.
-Added more detail to the spawn rooms.
-Fixed some ugly shadows.
-Fixed some problems with the overlays being too big.
-Fixed some leaks on some brushes.
-Shorten the left side at 2nd point.
-Fixed some shadow problems on some props.
-Reworked the area at 2nd point making the yard bigger.
-Fixed some buggy doors.
-Changed the location of the 2nd forward spawn to a different place.
-Added more cover at the right entrance to mid.
-Retextured Mid building with natural textures.
-Added more signs.
-Fixed a problem with the spec cams.
-Reduced filesize by 3MB.
Jesus
02-05-2010, 03:58 PM
I'll run some scrims and pugs on it. In return you must never utter "umad" again (or any modifications of "umad" like "You mad", "Are you mad", "u mad" etc.)
swaty
02-05-2010, 08:18 PM
I'll run some scrims and pugs on it. In return you must never utter "umad" again (or any modifications of "umad" like "You mad", "Are you mad", "u mad" etc.)
ROFL AHAHHAHAHAHAH
I'll run through this with Jesus when I can. It definitely looks better than when it was Reefoot. Did you take any detailing advice from TF2maps.net? :P
swaty
02-05-2010, 10:21 PM
I'll run through this with Jesus when I can. It definitely looks better than when it was Reefoot. Did you take any detailing advice from TF2maps.net? :P
lol yeah, everything they posted before its fixed now.
swaty
02-08-2010, 01:51 PM
so did you guys test it or not ?
wanderrful
02-09-2010, 11:24 PM
we did -- i assume you want feedback from us on it. when we meet next time, i'll make a point to try and get a consensus typed out for you.
swaty
02-11-2010, 02:30 AM
Thanks. :)
The map is now on Team Fortress 2 Fort #1 Pro Like Chro :)
swaty
03-01-2010, 10:15 AM
So what the fuck has swaty been working on for the past 2 weeks you might ask ? I'll tell you. Well, first, there is a whole new mid in rc4 because I wasn't satisfied with the old one because it was wide, boxy and gay. So I remade the whole mid. Also, I added a super sexy valley to that makes the map even better. There are a lot of huge changes that I have made to the map in rc4. I plan on releasing RC4 before cevo s5 starts. Everyone who I have asked have said that they are in love with the new mid and the new valley.
http://i50.tinypic.com/2n216u.jpg
http://i48.tinypic.com/16awkg0.jpg
http://i45.tinypic.com/2w312eg.jpg
http://i47.tinypic.com/24no578.jpg
Grimm
03-01-2010, 11:38 AM
kewl
I always thought the mid was one of the map's weak points, so it's nice to see that changed
Pretty sure this is the version I played a couple of nights ago. Was labeled "test35" at the time. If so, fantastic job.. it was my first time on Mainline, and playing as Medic I was able to find my way around fairly well without getting lost. All of the cap points seemed on even ground, and I definitely like the addition of valley to mid. Unfortunately I can't compare to previous versions of the map, but the mid battle seems to play very frantically, as it seems to be fairly wide open, but has enough obstacles (crates, train cars) that doesn't make it easy for a sniper, and for people to take cover. Luckily, those are the kind of mid battles I enjoy.
Nice job, swaty. I'll have to play it a few more times to get some more feedback, but it's definitely one of the better custom maps I've played in 6v6.
From a lore perspective, I don't know why the heck there would be some of those objects situated there. Otherwise, the mid looks nice. The color change is kinda strange due to me being used to it in a different style, but I suppose it helps with filesize.
Also, where is this sexy valley? The connectors look the same as your previous RC's.
swaty
03-05-2010, 09:19 PM
RC4 is finally here. :D
Download RC4 Here
http://forums.tf2maps.net/downloads.php?do=file&id=2712
http://i46.tinypic.com/241phyf.jpg
http://i45.tinypic.com/tan0io.jpg
http://i48.tinypic.com/2uf9amh.jpg
http://i47.tinypic.com/2qjiosn.jpg
Change Log from RC3 to RC4
-Huge fps boost all over the map.
-Changed the sky/lighting/theme to a brighter sky.
-Added more lights to the map.
-Fixed a ton of playerclipping problems.
-Fixed a bunch of visual glitches throughout the map.
-Added ambient sound to the map.
-Improved Fps using occluders in certain areas of the map.
-Added more detail throughout the map.
-Fixed some displacements issues.
-Fixed the ground at 2nd point.
-Removed the two small ammos at mid.
-Added stairs at the connector at mid to remove the sniper line.
-Redesigned the whole mid because not many people liked it.
-Fixed some props not having collision for players standing on them.
-Added a small ammo pack in the connector at mid.
-Fixed the 2nd forward spawn facing the wrong way. It faces you straight now so you dont have to turn 90 degrees.
-Reworked the far right route to mid making it look like a valley.
-Retextured some of the buildings.
-Raised the middle point to block some of the sniper line.
-Fixed some props casting ugly shadows.
-Changed the health pack at the last connector to a medium health pack.
-Added a small health pack and ammo pack at the connector at mid.
-Fixed some misaligned textures.
-Made the stairs at last into a ramp.
-Added a small health pack in the new valley.
-Changed the rocks on last to fit better the theme of the map.
-Changed the location of the 2nd spawn due to people spawn camping it.
-Opened up the balcony on second point due to second point being hard to defend.
-Reworked some of the buildings throughtout the map.
-Fixed some problems with the doors.
-Reduced the filesize by 5MB.
Thanks to:
-Chang
-Killa
-blight.A Seagull
-Bloodsire -AA-
-CB
-Fishy
-Velkira
-Kankle
-Chud^
-Ratty
-Hobo
-Athletesfoot
-Mountain Dew
-EaggeR
-Zack
-Romeo Love
-Cbear
-Stamjally
-Trautz
-Vahlin
-Grieve
-Truk
-b4nny
we will be using this map over at ozfortress.com in our custom fortress league.
im stoked!
Jesus
03-13-2010, 07:02 AM
we will be using this map over at ozfortress.com in our custom fortress league.
im stoked!
Good to hear, this is a hell of a map. It's a shame my team's first scrim on it was against a team that was significantly better than us. :/
swaty
03-13-2010, 11:27 PM
ugggg, I cant decide between which sky, Well's sky or badlands'. I kinda like badlands sky. Also, since cevo s5 got delayed, rc5 will be out before cevo starts now.
Well's sky
http://i39.tinypic.com/2zec8ip.jpg
http://i40.tinypic.com/bgr79s.jpg
Badlands sky
http://i41.tinypic.com/2zq5ykk.jpg
http://i43.tinypic.com/2mxmn80.jpg
Joey_$nowprano
03-14-2010, 08:47 AM
I like badlands sky
badlands, just coz its badlands
ps new mid looks interesting :)
Bodknocks
03-14-2010, 08:53 PM
I would go with well just because we see the badlands sky every single day.
They are pretty similar though, I'd say who cares. :)
v3locity
03-14-2010, 09:52 PM
I like Well's sky better.
Kuiper
03-14-2010, 10:27 PM
Slight preference for Well's sky, also nice to get some variation since (as Bodknocks pointed out) we already get to see plenty of Badlands' sky.
swaty
03-14-2010, 11:32 PM
Well sky it is then. :)
swaty
03-18-2010, 03:48 PM
Consider rc5 pretty much final, I doubt there will be anymore versions of the map. Everything is pretty much fixed. Im finally happy how this map turned out.
Download
http://forums.tf2maps.net/showthread.php?t=9967
http://i44.tinypic.com/aa7z81.jpg
http://i44.tinypic.com/ak8nwp.jpg
http://i40.tinypic.com/s46s9e.jpg
Updated first post with new pics/info
Change Log from RC4 to RC5
-Fixed a problem with the doors at spawn lagging.
-Fixed the trains at mid not being even on each side.
-Fixed a bunch of clipping problems throughout the map.
-Added a crate above the middle point to add an extra layer to the mid point.
-Added a small HP inside the crate.
-Added more detail to mid.
-Removed one of the pipes on last due to last being too hard to cap.
-Fixed some displacement problems.
-Fixed a few visual glitches in some areas of the map.
-Fixed some ugly shadows on some props/geometry
-Retextured some of the buildings on last.
-Added a small ammo pack on the valley side.
-Extended the spawn on last due to last being hard to cap.
-Added custom textures for the container at mid.
-Fixed a problem with the fog in the 3D skybox.
-Improved fps.
Thanks to:
-Chang
-Killa
-A Seagull
-Bloodsire -AA-
-CB
-Fishy
-Velkira
-Kankle
-Chud^
-Ratty
-Hobo
-Athletesfoot
-Mountain Dew
-EaggeR
-Zack
-Romeo Love
-Cbear
-Stamjally
-Trautz
-Vahlin
-Shade
-Apoc
-Sean
-col.Jaeger
Excellent. I can't wait to try out rc5.. you did some fine work on this map, swaty.
swaty
03-18-2010, 05:54 PM
Please re-download the map for those who already downloaded it. Thanks
swaty
03-19-2010, 11:00 PM
one of my friends, truks, made a flythrough vid of the map
http://www.youtube.com/watch?v=N9LV8GkE9Io
Pinhead
03-21-2010, 03:49 PM
I miss the swamp look :(
But either way, this is a great map and I look forward to playing this in CEVO. Good work like always swaty :)
swaty
03-22-2010, 10:50 PM
hehehe , i remember the swamp look, it was terribad. Im happy how this map turned out. :D
Pinhead
03-23-2010, 12:33 AM
I just scrimmed this map with my team.
Honestly, I can't find anything to complain about. The Jumps from spawn to mid are pretty simple and fast. The mid fight is SPECTACULAR. The trains are far enough apart to where it's a risk to try and jump on your enemies trains (unlike blands). And there is enough room all around for scouts to roam around and grab picks.
After a great fight at mid we went to second. I feel like with good positioning, second could easily be favored for defense and provides a good place to fall back to from what I saw as "yard/choke/whatever you want to call it". Unfortunately our enemy team didn't take advantage of this and we rolled in on them with uber advantage (the first round).
After we cleaned up, We started to head to last. They brought a heavy up there and it took us a few pushes to finally get down a strat that worked. Let me advise you, do not put push with everyone out of one door. While this kind of thing can work in maps like granary, it wont work here. Mostly because your soldiers/demos have no place to go for a height advantage and it becomes a contest over who has better DM in my opinion.
The only complaint I actually have, is the box hanging over mid :/ If I see anyone go in it I immediately spam it and they leave. It seems pretty useless, but thats just my 2 cents.
This map plays really well, mostly i THINK because 2nd and last fall in favor of the defending team and give them equal advantage to out DM or strategize the attacking team.
once again, well done swaty. I hope to see more competitive style maps from you in the future :biggrin:
swaty
03-23-2010, 01:00 AM
You are the first person to say that last and 2nd fall in favor of the defending team, everyone who I have asked has said the opposite but I dont know. From all the scrims that I have done on it, it seems 2nd is the hardest to defend and same goes with last. Maybe it could have been the teams or first time playing the map? but one thing that I agree with you is the crate at mid, it is kinda useless atm, not many people use since its a death trap if you get inside. But I have seen it sometimes being useful but most of the time its useless. A good place for demos/sollys to jump on last are the hoodoos, the one close to the door where you come from and the one close to left fence or even the light poles. ahahaa , +rep for the feedback :D thanks
Pinhead
03-23-2010, 06:47 AM
I'm not sure how it could fall in favor of the attackers, I'll take a few screenshots after school to show you what my team uses as positioning to defend 2nd and last.
screenshots:
http://i41.tinypic.com/4sz66f.png -last
http://i43.tinypic.com/x22q04.png -2nd
the numbers represent the ways a enemy team can come flank.
I find for 2nd, 1 and 4 are the best places to come out and attack the defenders. And for last, 4 and 5.
A lot of this is situational though, but that's the defense we came up with. It's not perfect but I definitely don't feel those two points are in favor of the attackers under 6v6 circumstances (ie: no one is down)
swaty
03-25-2010, 09:30 AM
The only reason I say it falls in favor of the attackers is from the pugs that I have played on the map. From what I have seen most of the time is the scouts distracting the defending team from the valley side while the other team pushes from the door on the other side.
Jesus
03-25-2010, 04:09 PM
The only reason I say it falls in favor of the attackers is from the pugs that I have played on the map. From what I have seen most of the time is the scouts distracting the defending team from the valley side while the other team pushes from the door on the other side.
I would say that's a failure on the defending team's side and not the map's.
swaty
03-25-2010, 05:45 PM
I would say that's a failure on the defending team's side and not the map's.
I agree with you, the map is fine. Its just that not a lot of people have played the map enough to know when to push and from which door to push into 2nd point.
fyi swaty: cp_mainline is being used in our custom fortress league, round 2 (starts next week)
http://ozfortress.com/showthread.php?t=37257
swaty
04-02-2010, 01:00 PM
Cool, thanks a lot. :)
NeoRussia
04-02-2010, 01:32 PM
I would like to give some suggestions about the map. It plays really well but I think mostly what it needs is some lighting changes but other changes I've wanted to talk about as well, these are mostly my opinion, this is one of my favorite maps so far so I would like to contribute to it as much as I can by giving you these ideas.
http://i.imgur.com/txewF.jpg
When someone places a teleporter here it will take a jump to get out or you have to walk around it. Not a big thing but I can see it being a problem sometimes.
http://i.imgur.com/NmNzB.jpg
This area here looks like it needs some cover, or at least a barrel or pylon.
http://i.imgur.com/ifHmG.jpg
If the barrels here are destroyed this area is completely uncovered, perhaps a box or a barricade?
http://i.imgur.com/cOL8T.jpg
These lights are always on and really distracting, is there a way to get rid of them and instead use ambient or lamplight instead?
http://i.imgur.com/o9Gnr.jpg
This may be a personal thing of mine but this corridor is basically a series of claustrophobic turns that really don't work well in terms of gameplay.
http://i.imgur.com/29usX.jpg
The lighting on the hanging crate or its colour makes it seem out of place, a neat trick is placing lighting under it to give it some life, I don't know if that is possible but the crate really looks off at certain angles.
http://i.imgur.com/l7c6j.jpg
maybe these entrances should have a ramp?
That's pretty much it, thank you for any consideration.
swaty
04-04-2010, 12:00 AM
Thanks, I deff agree with most of them, they will mostly be fixed in the final version after cevo s5/esea s6 after I have gotten all the feedback and stuff. :D
swaty
04-26-2010, 02:38 PM
LOOL, funny bump. I had no idea that mainline was downloaded 3,000 times on tf2maps.net so I went on game-monitor.com to see how many servers were running the map and this is what I saw and its only page 1, there's a page 2 as well. lol
http://i41.tinypic.com/6p6f07.jpg
another pic on tf2stats
http://i40.tinypic.com/qo6lhw.jpg
Jesus
04-27-2010, 02:28 AM
LOOL, funny bump. I had no idea that mainline was downloaded 3,000 times on tf2maps.net so I went on game-monitor.com to see how many servers were running the map and this is what I saw and its only page 1, there's a page 2 as well. lol
http://i41.tinypic.com/6p6f07.jpg
another pic on tf2stats
http://i40.tinypic.com/qo6lhw.jpg
Seems like Europe enjoys your map more than the US.
Bikini
04-27-2010, 02:41 PM
i still dont like the idea that scouts cannot jump to that container up top @ mid...
u should even let the medic be able to reach there too hint hint!
swaty
04-27-2010, 08:05 PM
wow bikini, really ? You just asked me on steam and I said that scouts CAN get to the container at mid by jumping to the light pole that's in the corner and I don't know why you want medics up there anyway.
shdw.puppet
04-27-2010, 08:13 PM
if there is a spot, medics will want to get there. It is still my biggest pet peeve about gullywash, there is a spot on second that is pretty much awesome ambush/drop down and the medic cant get there. At all. I hate it and I want up there every time I play the map. So unless it is obnoxiously stupid, you might want medics to be able to get up there (notice that in valve maps, all classes can get all places, with the exception of on lightposts etc)
edit: I didnt know what was being talked about. That safely falls under obnoxiously stupid.
swaty
05-27-2010, 04:30 PM
Download
http://www.fpsbanana.com/maps/download/121908
Change Log from RC5 to rc6
-Removed the "fake doors"
-Big fps boost around 2nd and mid point.
-Removed the crate at mid and placed a platform
-Made 2nd easier to defend by putting a door where the glass window was so that makes it easier to defend it.
-Removed the small health pack at 2nd point.
-Lowered the cap point on last, height wise so it should be easier to attack it and attacking it.
-Removed the big pipe on last and raised the ground so its easier accessing the point.
-Fixed the splash dmg at mid.
-Added a cover when you get out of the first spawn so it takes some time to get around it and get to the point and people wont hide in the spawn.
-Made mid less scout friendly by removing the boxes so it will take more time for a scout to get up the train.
-Fixed a few other things as well.
-Moved the ammo pack on 2nd so its easier to see.
-Moved back the health cabinets in the spawn so its easier to attack last.
-Lowered the respawn times.
-Widen all the small entrances.
-Drastically shorten the valley side so its more useful now.
-Resized the size of the last point so its much smaller now for 6v6.
-Reworked all the interior areas.
-Added a route at last.
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