tarmo-
12-01-2009, 03:23 PM
http://resupply.eu/images/news-pics/206_1258942466.jpg
Map author: Zipok
Straight copypaste from etf2l.org
cp_wildmire: A Badlands-style control point map, which features the brand-new custom Swamp theme by the TF2maps.net folks.
http://www.tf2.fi/images/misc/cp_wildmire_b10024_thumb.jpg (http://koti.mbnet.fi/tmalmi/wildmire/cp_wildmire_b10024.jpg)
And here is what some people have said about the map!
“yoyotech. Springer: looks great”
“Zipok: The most fun to play map I’ve ever been making!”
“nautti: I really like the fresh look and feeling in this map. There are many little details and tricks for different classes to find and use. There is some height differences, few different routes and lots of sneaky stickytraps. I really give the credit for these guys that they have tried to create a good 6vs6 map for competetive games and they sure have succeeded in that.”
“dunc: tarmo’s new map looks quite good”
“Fragga: who is tarmo”
DOWNLOAD CP_WILDMIRE_B2a: (http://nocrits.com/maps/cp_wildmire_b2a.rar)
SCREENSHOTS (http://koti.mbnet.fi/tmalmi/wildmire/) (cp1 outdated)
360° PANORAMA PICTURES:
CP1 – http://koti.mbnet.fi/tmalmi/wildmire/CP1.mov (outdated)
CP2 – http://koti.mbnet.fi/tmalmi/wildmire/CP2.mov
CP3 – http://koti.mbnet.fi/tmalmi/wildmire/CP3.mov
http://www.tf2.fi/images/misc/cp_wildmire_b10009_thumb.jpg (http://koti.mbnet.fi/tmalmi/wildmire/cp_wildmire_b10009.jpg)
Thanks to:
Tarmo- : His work with the map has been really important (especially the visuals on cp2!) Without him the map would still be in alpha. He has the useful skills and contacts a mapper needs which I happen to lack. :) Earned my respect here, thanks!
Arnold
Catching Bullets-team
ETF2L.org
Petsku
Springer
TF2Maps.net
TF2.fi
Finnish pickup players
All those who helped with pre-beta versions.
Jonni
P.S. Remember that this is still beta. bugs may be lurking somewhere, and the map still completely lacks something like spectator cameras and a 3d skybox. All the issues are something that will get sorted out eventually during the progress towards the finalized version. But for now, I ask you to inform us about things you feel to need a fix here, and just to enjoy the gameplay the map provides. :)
TACTICS PART:
Regarding the tactics and the gameplay of the map, I’ve got something to say.
Middle can see many different styles of play. Snipers, heavies, and even pyros can be useful if utilized correctly. A team can decide whether to go all-in and just charge, hoping for quick domination, or they can decide to play a bit more defensively and go the “spam & outlast them” way of winning. In particular I’d like to point out the scout gameplay here, as the control of the bottom floor relies mainly on scouts, and control there means flanking. And being able to flank means a strong advantage. I’m expecting some really intense faceoffs on this point, and also some surprising tactical choices which just forces you to be vigilant out there. The CP captures slowly, giving much needed time to regroup and heal up despite the short distance between CP2.
CP2 is also rather supportive to different styles of gameplay, utility classes have their chances, usual lineup classes have their small tricks to learn, and I’m expecting to see some surprising pathway-choices when teams push in and out of here. You can also use your scouts to push into the enemy lobby and CP1 zone, if the opportunity arises. My personal favourite definitely, because your positioning here can vary a LOT depending on your lineup, and none of them feel superior to other at this phase.
CP1 is the place where the rest of the utilities could be brought in with great success! The key to winning this obviously is the control of the whole room at once, but backcaps are a possibility. I’m definitely a fan of offensive spying or heavying here. Also defending the lobby is a great, more aggressive option if you manage to survive CP2 fight with relatively low death count. Recapturing CP2, like on most maps, relies heavily on the defensive scouts, and there are opportunities to sneak out, or just charge out with the correct teamplay.
All in all, I’m very interested in seeing how this map gets played after this release, as it has been great fun for me to play with about every class I’ve tried here. :)
Changes from _b1 to b2:
- Total remake of cp1
- Some tweaks to playerclips here and there, also the rocks at the cp2->cp3 choke have been slightly modified.
b2 hotfix released: DOWNLOAD CP_WILDMIRE_B2a: (http://nocrits.com/maps/cp_wildmire_b2a.rar)
Map author: Zipok
Straight copypaste from etf2l.org
cp_wildmire: A Badlands-style control point map, which features the brand-new custom Swamp theme by the TF2maps.net folks.
http://www.tf2.fi/images/misc/cp_wildmire_b10024_thumb.jpg (http://koti.mbnet.fi/tmalmi/wildmire/cp_wildmire_b10024.jpg)
And here is what some people have said about the map!
“yoyotech. Springer: looks great”
“Zipok: The most fun to play map I’ve ever been making!”
“nautti: I really like the fresh look and feeling in this map. There are many little details and tricks for different classes to find and use. There is some height differences, few different routes and lots of sneaky stickytraps. I really give the credit for these guys that they have tried to create a good 6vs6 map for competetive games and they sure have succeeded in that.”
“dunc: tarmo’s new map looks quite good”
“Fragga: who is tarmo”
DOWNLOAD CP_WILDMIRE_B2a: (http://nocrits.com/maps/cp_wildmire_b2a.rar)
SCREENSHOTS (http://koti.mbnet.fi/tmalmi/wildmire/) (cp1 outdated)
360° PANORAMA PICTURES:
CP1 – http://koti.mbnet.fi/tmalmi/wildmire/CP1.mov (outdated)
CP2 – http://koti.mbnet.fi/tmalmi/wildmire/CP2.mov
CP3 – http://koti.mbnet.fi/tmalmi/wildmire/CP3.mov
http://www.tf2.fi/images/misc/cp_wildmire_b10009_thumb.jpg (http://koti.mbnet.fi/tmalmi/wildmire/cp_wildmire_b10009.jpg)
Thanks to:
Tarmo- : His work with the map has been really important (especially the visuals on cp2!) Without him the map would still be in alpha. He has the useful skills and contacts a mapper needs which I happen to lack. :) Earned my respect here, thanks!
Arnold
Catching Bullets-team
ETF2L.org
Petsku
Springer
TF2Maps.net
TF2.fi
Finnish pickup players
All those who helped with pre-beta versions.
Jonni
P.S. Remember that this is still beta. bugs may be lurking somewhere, and the map still completely lacks something like spectator cameras and a 3d skybox. All the issues are something that will get sorted out eventually during the progress towards the finalized version. But for now, I ask you to inform us about things you feel to need a fix here, and just to enjoy the gameplay the map provides. :)
TACTICS PART:
Regarding the tactics and the gameplay of the map, I’ve got something to say.
Middle can see many different styles of play. Snipers, heavies, and even pyros can be useful if utilized correctly. A team can decide whether to go all-in and just charge, hoping for quick domination, or they can decide to play a bit more defensively and go the “spam & outlast them” way of winning. In particular I’d like to point out the scout gameplay here, as the control of the bottom floor relies mainly on scouts, and control there means flanking. And being able to flank means a strong advantage. I’m expecting some really intense faceoffs on this point, and also some surprising tactical choices which just forces you to be vigilant out there. The CP captures slowly, giving much needed time to regroup and heal up despite the short distance between CP2.
CP2 is also rather supportive to different styles of gameplay, utility classes have their chances, usual lineup classes have their small tricks to learn, and I’m expecting to see some surprising pathway-choices when teams push in and out of here. You can also use your scouts to push into the enemy lobby and CP1 zone, if the opportunity arises. My personal favourite definitely, because your positioning here can vary a LOT depending on your lineup, and none of them feel superior to other at this phase.
CP1 is the place where the rest of the utilities could be brought in with great success! The key to winning this obviously is the control of the whole room at once, but backcaps are a possibility. I’m definitely a fan of offensive spying or heavying here. Also defending the lobby is a great, more aggressive option if you manage to survive CP2 fight with relatively low death count. Recapturing CP2, like on most maps, relies heavily on the defensive scouts, and there are opportunities to sneak out, or just charge out with the correct teamplay.
All in all, I’m very interested in seeing how this map gets played after this release, as it has been great fun for me to play with about every class I’ve tried here. :)
Changes from _b1 to b2:
- Total remake of cp1
- Some tweaks to playerclips here and there, also the rocks at the cp2->cp3 choke have been slightly modified.
b2 hotfix released: DOWNLOAD CP_WILDMIRE_B2a: (http://nocrits.com/maps/cp_wildmire_b2a.rar)