cp_follower - 5-CP Alpine

vilepickle

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Jul 30, 2008
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You may be interested in my new map entitled cp_follower. Regardless if your server uses custom maps widely or not, this map is meant to be similar to Valve's 5-CP maps, particularly Badlands and Granary, so it may be worth a shot.

It is currently in beta, and I am posting on several forums, so I may not be able to get back around to all my stops when I update the map. I am thus making a general post about the map in hopes that you may be able to get the latest version from here. I'd appreciate any feedback you can provide on the map.

Download/Screenshots (updated immediately on new releases):
http://www.vilepickle.com/map/screens/tf2_cp_follower/

Thanks!
 
It looks really good man! I think using it maybe for our events or on the custom maps server could be possible, but you would need to go through leadership. Other than that, it looks really artistic and awsome, gj.
 
It looks really really good! :)
It does seem to be heavily inspired by Granary, which is a great map, so this is probably a great map, too. I am not able to try it out myself today, maybe tomorrow.
Thanks for letting me now about your newest map.


-Calle
 
I see a lot of refferences to valve maps, epecialy granary, badlands, alpine, dustbowl, well, etc.etc. Its a good thing BTW
 
Updated to beta 5 tonight. Hopefully the last beta for a while for extended feedback.
 
Looks quite nice. When I get my new computer up and running I'll be sure to try it out.

So many custom maps wind up looking so blah, it's like mappers are, for the most part, too lazy to put the time into adding all the little details and props to give a map real character. You've done it though, it looks like you're actually someplace real, not just buildings with blank walls and dirt floors. In just one shot, I see lights on the wall, a garden hose, train cars, electricity poles, and a host of other technically unnecessary things; you didn't need to put them in and they won't affect gameplay in the least, but they do enhance the experience.
 
Dude it looks great and as others have said 5 cp maps are great too! Will try it out when i get the chance :D
 
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no kidding, looks good, kinda reminds me of the arena map...forgot the name of the map. Looks awsome tho.
 
looks great! i'd be willing to do some bug testing if you want or any other help you need.
 
Updated to b6. Found a spawn timer imbalance which was a pretty big bug and wanted to patch it up quickly.
 
Looks good. Though that catwalk scenery in Picture 2 just seems unnatural to me. Other than that, looks the business.
 
[Map Release] cp_follower (final 1.0)

CURRENT VERSION: FINAL 1.0
The map was updated on April 23, 2009.

After several months of playtesting and feedback, cp_follower has finally reached final 1.0! This release signifies a significant milestone, but it does not mean all development has stopped. If something is discovered, a fix will soon "follow", but that should not happen due to the amount of testing the map has gotten.

Follower is an original 5-point CP map influenced primarily by Granary and Badlands. The map is intended for a competitive setting first, though it should be fine for public servers as well since it is modeled closely after official Valve maps.

Download/Screenshots at http://www.vilepickle.com/map/screens/tf2_cp_follower/ (official page for the map, includes 7z, zip, and bz2)

FINAL 1.0 CHANGEs/FIXES:
-The steep slopes on each side of CP3 have had 2 rocks added to make their existence more clear (players sometimes got hung up).
-Small ammo added to lower 2-3 connector area.
-Small graphical errors fixed.
-Middle area optimized further.
-Slightly reduced the size of the sniper room looking out into the CP1 area so snipers weren't quite so powerful while far back in the room.
-Increased the width of the CP1 platform from the right sniper room so it blocks more of the lower CP1 area when snipers are inside the actual room itself. This should force them to expose themselves more to get better shots.
-Added a small basketball-themed section to the first spawn areas.
-Clipped railroad tracks at mid better.
-Removed a hiding spot at lower mid Cp that could hide a scout for back-caps too easily.
-Small ammo added to mid on/near CP.
-Fixed the CP's on the HUD capturing backwards.
 

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