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TF2 Competitive Map Developers

  • Four years after its initial release, I am proud to announce that Cascade has been updated to version RC2 in preparation for its inclusion in season 9 of RGL Highlander. This update addresses several issues identified in playtesting and feedback from the experimental cup, in addition to continued refinement of visuals and performance. While this may not be the final update to Cascade, it will most likely be the last time the map receives major layout changes. I’d like to thank everyone who has played the map and offered feedback over the years; none of this would be possible without your engagement and support.

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    Changelog:

    Screenshots

    posted in Map Discussion
  • While testing maps in leagues is the best way to get feedback, the truth of the matter is that even in the first few inclusions in a league, there are still a large proportion of the player base who don’t take the map seriously for that season. (I experienced this when Vigil was first included in UGC)

    Testing maps in PUGs, scrims and map cups is actually the best way to get initial testing for a map, starting with PUGs and scrims while the map is still in alpha. The reason for this is that maps can change dramatically during alpha versions. (If you load up A1 of Vigil, you’ll ask yourself what is up with third and last, as they changed completely during development. Even Rapids has had its A and B points completely remade already) With these large scale changes happening semi-regularly, it can get annoying for a large player base to relearn the new parts of the map, whereas I generally find when people are playing in new map PUGs or scrims that they are more likely to be excited for changes to map layouts.

    Only once a map has reached beta (and I don’t know of any maps in development for HL that are at that stage as of now) should a map be included in a new map cup. There isn’t always a great deal of feedback from a large proportion of the player base, yet I generally find that there are at least a few players who will take the time to give amazing feedback. (There was amazing feedback that I got from That’s So Steve! when B2A of Vigil was included in the ETF2L Preseason Cup)

    Then after it has made its way though a map cup, depending on how it was received (although this should generally be a lower bar of expectation than for older maps, as newer maps will have a lower approval rating out of the gate), it can then be included in a season.

    While Vigil would have never been made a staple map without being included in a season, there was a lot more work put into it before its first inclusion that 95% (or more) of the player base doesn’t see. (I am gradually working on an article that will be out sometime [TM] that details the whole development of Vigil. I’ve completed up to A13 and it’s already at 4700 words, so I don’t know when it will be completed. I also want to add pictures and all, which will take some more time to complete. Hopefully this article will give a peek into all the changes made to Vigil, as well as the different testing I had for it)

    Rapids is still very much in the first stage of testing, being in alpha, and I wouldn’t want it to be included in a map cup yet. The best thing you can do if you want new maps to be made is to help test them in the early stages (for example, organise a PUG or a scrim on a new map). Even if you don’t provide detailed feedback on the map, and just say what things felt like here and there, if the mapper can get their hands on the STV demo, that provides a lot of feedback in itself.

    As for testing on Rapids, I’m working on the next version of Rapids which should hopefully be out shortly (within a month, maybe even a week, depending on how ideas flow), so if you’d like to test it, get some friends together and play a PUG or a scrim on it when it comes out. The best way to get feedback to me is using the TF2Maps thread.

    posted in General
  • I’ve released an update for Cascade in preparation for its inclusion in the RGL Experimental Highlander Cup. This update introduces several layout changes and quality of life improvements made in response to player feedback, in addition to a lighting overhaul and other visual changes.

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    Changelog:

    Screenshots:

    posted in Map Discussion
  • B18 Update

    The changes introduced in the experimental version have been officially released as the B18 version

    posted in Map Discussion
  • B18 EXPERIMENTAL VERSION

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    In response to feedback from the leaguewide survey, I’ve made an experimental version of B18. These are the changes:

    • Minor aesthetic changes around the map
    • Made the floor of the top left entrance into last transparent so that you can see into dungeon from above
    • Replaced the pride rock on second with a short ramp blocked by tall rocks
    • Replaced market stalls on mid with a non-transparent ledge and lamp post to block vision from the wood structure into second
    • Made the doorway between fountain and second shorter
    • Replaced the platform outside library on second with a ramp to improve accessibility
    • Removed the central platform on second
    • Added an entirely new pathway up to spire on second

    Again, this is an experimental version - none of these changes are guaranteed to be included in the next version. The map will be updated before next season starts, however.

    posted in Map Discussion
  • @lYnn Ah, that spot is unintentional (it’s from source’s bad handling of displacements). I can try to remove it, although won’t be too cut up about it if I am unable to do so as engineers can just place a tele on that roof for their heavies to take advantage of that spot, which is more intentional.

    posted in Map Discussion
  • @lYnn What spot are you talking about exactly?

    posted in Map Discussion
  • I’ve released an update for Cascade that includes an initial art-pass and several layout tweaks. Although the map is no longer dev textured, it is still very much a work in progress; gameplay, performance, visuals, etc, are not final. As always any and all feedback is greatly appreciated.

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    Screenshots
    Changelog:

    posted in Map Discussion
  • @Alto Sorry for responding so late, I’ve been busy for the past month or so and didn’t check the forums until now. Thanks for pointing out these issues, I’ll try to address them in an update even if that requires significant changes. You mention this being unviable in HL, so I’d just like to clarify that this wasn’t intended as a HL map. It was built first and foremost as a Sixes map and secondarily as a Prolander map, so every point is designed with lower player counts in mind. That being said, you aren’t the first person to complain about sightlines on this map, so I’ll definitely try to address these issues.

    posted in Map Discussion
  • @pajaro Thanks for the feedback! Could you elaborate on why you feel the changes buffed sniper? Also it would be helpful to know if you’ve had a chance to play the latest version.

    posted in Map Discussion