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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SCREENSHOTS (http://koti.mbnet.fi/tmalmi/wildmire/) (cp1 outdated)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CP1 – http://koti.mbnet.fi/tmalmi/wildmire/CP1.mov (outdated)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)

wanderrful
12-07-2009, 01:12 AM
this map is very beautiful!

tarmo-
01-02-2010, 04:20 AM
Here’s update what we’ve been doing with Zipok. I gathered some of the things we’ve modified in wildmire cp2 or cp3 area, more to come when things are “done”.

Hope you enjoy these non-final screenshots I took yesterday.

https://www.dropbox.com/gallery/3765879/1/wildmire?h=186d2b

P.S: Thanks to Buck for these awesome open sawmill windows.

P.S.S: B3 will get released this month.

NeoRussia
01-02-2010, 12:11 PM
Prettiest swamp map made so far, and plays smoothly too, with many unique cap points.

tarmo-
01-02-2010, 04:11 PM
Thanks for the praise NeoRussia.

Just had 2 pugs on this maps pre b3 version. Both were success, just awesome gaming =)!
Every class has its place here. Lots of back and forth action. Capping and recapping areas, intense fighting almost all the time! Must say that this map is alot better gameplaywise than gullywash which got itself into competetive scene! Oh, and btw. Both pugs were tight, last one played ended in score 6-4 in 30 minutes of gaming

Hope this map will get more attention when b3 will get released, but heres a little peek for you. Roughly 60 pictures of the map in action. Hope you enjoy.

http://www.dropbox.com/gallery/3765879/1/wildmire/gameday?h=186d2b

tarmo-
01-24-2010, 10:22 AM
Update, update! cp_wildmire_b3 has been released as a part of the famous and awesome custom content release from tf2maps.net, the Swamp Pack!

http://swamp.tf2maps.net/
(The maps are at the bottom of the site. The other maps included with the mappack are ctf_atrophy_b4, koth_fever_b1, and arena_blackwood)

If you’re more interested in wildmire only: http://nocrits.com/maps/cp_wildmire_b3.rar

Changes from _b2a:
- Middle something completely different!
- The rocks at cp2 have been replaced.
- Capture & spawn times tweaked.
- Changed the first spawn layout.
- CP1 layout slightly modified.
- Spectator cameras!

remix
01-27-2010, 07:10 PM
Couple of recommendations.

This deck area looks really weird. I recommend flattening it out at the lowest height, and then adding a small set of stairs in the hallway that connects the deck to the main house area.

http://i296.photobucket.com/albums/mm196/04Remix/wildmire_01.png

This displacement isn't sewn together. You can't really tell from the cap point area/main part of the map.

http://i296.photobucket.com/albums/mm196/04Remix/cp_wildmire_b2a0004.jpg

This fence seems out of place. Check out the second two screenshots for something that I think would fit a little bit better in this area of map.

http://i296.photobucket.com/albums/mm196/04Remix/cp_wildmire_b2a0008.jpg
http://i296.photobucket.com/albums/mm196/04Remix/koth_sawmill0010.jpg
http://i296.photobucket.com/albums/mm196/04Remix/koth_sawmill0009.jpg

The ground underneath this cap point needs to be flattened out a little bit more, and it also looks like the cap point model itself is putting a rather ugly shadow on the ground. You should disable those shadows.

http://i296.photobucket.com/albums/mm196/04Remix/cp_wildmire_b2a0005.jpg

The base areas for points 1/5 just don't fit the rest of the map. Most of it is because this part of the map doesn't seem to have reached a detailing stage yet. I recommend either working to make it look better with the rest of the map, or just change it all to a wood theme. If you want to stick with the concrete/spytech theme, then the floor must be changed to some sort of concrete texture. It will just make this area look so much better.

http://i296.photobucket.com/albums/mm196/04Remix/cp_wildmire_b2a0006.jpg

And last but not least, I love this roof. Excellent decision on making it a displacement:

http://i296.photobucket.com/albums/mm196/04Remix/cp_wildmire_b2a0007.jpg

Map seems very promising. Hope to see more from this.