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[TF2] pl_Manngrove by R1ghteous

  • R1ghteous
  • September 29, 2011 at 7:57 PM
  • R1ghteous
    • September 29, 2011 at 7:57 PM
    • #1

    Manngrove Marsh (PL) by R!ghteous

    Email: [email='%7Boption%7D'][email protected][/email]

    Currently: Release Candidate 4

    Overview: As the payload plods its course through Manngrove Marsh you can rest assured it's going to be a bumpy ride. The focus of this map is to provide players with a complex, yet refined, approach to the payload game type. While the path of the cart provides a clear focal point, the numerous and diverse access points ensure that a skilled player will be able to outmaneuver or directly overpower the opposition. Additionally, this map attempts to revitalize the concept of base infiltration as the Blu team moves from the Red team’s façade to deep inside the Red rocket base, all the while, pleasing the player’s eye.

    Objective: To win BLU team must escort a cart full of explosives through a series of checkpoints and into RED's base within a certain amount of time.

    Currently 24/7 on this server: 216.52.148.23:27015 Feel free to come anytime.

    -or-

    http://%7boption%7d

    Most up to date images can be found here: http://%7boption%7d

    And here are a some direct links:

    [Blocked Image: http://cloud.steampowered.com/ugc/578934843422683304/00815F61718DCFE12A3FF5BB097AD50D2104ED4F/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508276593/EF7FA93C12055749F6DC0017F387BEA967B6C030/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508273018/723FDFA2528951CCB3FD88A7704FF66D5504866B/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508271058/8642AD576DB2277C84DEAC6286924E23D5372C7E/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508269577/BE41D3D560605C38831818389D49018CCD2DBC42/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508271842/906D022BDFF1E2EEFE129B49CED75A189BDCED72/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508279295/157C510239B5C850F882CC62E8DFB962112FEA53/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508275345/414E1C4E297694495F4017DD675F5509743EFC25/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508282253/F08B9DCFE53073574D64C734D8F15D1CCACD6771/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508282716/BBC1C53BF5DF667A913034E950B12B6BB1EEED9D/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508284530/16CC6FAE61FBD70B2775B60D832C80AD33DE3DDF/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508285856/5CCB49545B4BF4CC65B1051258BAF62C5B0B6D14/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508281667/385641F287FA6426D29B31A42A6CA3383F4CC6AE/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508285057/13AD8999D2145A0AE4705EBDF626676CA52F8EE5/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508286394/5544918E3E44711EC05832894EEA29924C73DDEA/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508281083/96EF7BE825E0BBF32BF3AFD65BE4C190450A685B/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508287426/9808D3F17AEAF73781150B52AF3E9A68912A7282/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508288557/8BB546F6B493492694F048E743BD8855D827B77F/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508288023/A6ACAEEFE85CF79972A2B76841BBE5D820099FF0/]

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508289256/643143412382438D19214B452124916229779476/]

  • knj
    • September 29, 2011 at 8:07 PM
    • #2

    God Damn, love it !

  • ⌐■_■
    • September 29, 2011 at 8:34 PM
    • #3

    this map looks righteous.

  • Minos
    • September 29, 2011 at 9:48 PM
    • #4

    The interior areas look gorgeous, but the exterior is really lacking in the lighting department. I'm not a fan of that color palette. If you still want to keep the sunset setting, I'd recommend setting the light_env's pitch to a much lower value (10 or so) so that only hints of orange are visible. An entire map tinted orange is not cool imo!

    Example of what I mean:

    [Blocked Image: http://i.imgur.com/MEKFq.jpg]

  • R1ghteous
    • September 30, 2011 at 8:35 AM
    • #5

    Thanks for the feedback. I'm touching up the lighting right now so I really appreciate your feedback!

  • Vilham
    • September 30, 2011 at 11:48 AM
    • #6

    Looks fucking sexy, I hope it plays well.

  • JeanPaul
    • October 1, 2011 at 4:07 PM
    • #7

    http://cloud.steampowered.com/ugc/57780 ... D33DE3DDF/

    That shot fucking rules. But it really bums me out that none of those walkways are gameplay area.

  • R1ghteous
    • October 1, 2011 at 6:02 PM
    • #8

    Thanks! I'm happy you like it. My next project after I get Manngrove to final is going to be A gravelpit style. It will really focus on vertical gameplay. It should have areas as pretty as this too. :)

  • R1ghteous
    • October 5, 2011 at 1:23 PM
    • #9

    As of right now I am releasing publicly releasing RC5 of pl_manngrove. This is last iteration before final. You can download the file here from here:

    24/7 manngrove server - 216.52.148.23:27015

    -or-

    [email='%7Boption%7D'][email protected][/email], you can add me on steam, the feedback section] for the map on tf2maps.net, or I will check back here regularly so feel free to post here as well.

    I would like to give a big warm thank you to everyone for your feedback and suggestions. I appreciate it more than you know. Also thank you to my testers who helped me with this latest iteration before its release. Finally, thank you all for your support.

  • Campaignjunkie
    • October 5, 2011 at 9:56 PM
    • #10

    The layouts make the spaces look interesting, but I think you go over-board with detail. It looks too busy, not as readable as other TF2 maps. Don't be afraid to have "blank surfaces" with no wall gubbins; that's what this art style was made for.

  • KungFuSquirrel
    • October 5, 2011 at 11:35 PM
    • #11

    I agree with CJ; I think a great example is this shot right here:

    [Blocked Image: http://cloud.steampowered.com/ugc/577809585508284530/16CC6FAE61FBD70B2775B60D832C80AD33DE3DDF/]

    I look at this and see a really cool warehousey room that reminds me a bit of On a Rail from HL1. You can see where things come, where they go, and all that. But that angled catwalk that jumps across at the top I think ruins it for me. All the geometry in the room points up, up, up, and there's a cool ceiling up there to bring it all together, but so much of the read of the room is blocked where the catwalk cuts across up there. If that's an accessible gameplay space, I'd say cut it off at the near bend at the top of the image, cut a hallway through on the right side, and leave only the catwalk that goes straight across the room to the space on the left. If it's not gameplay space, I'd say rip it out entirely and leave that room open from floor to ceiling.

    Overall, though, there's some really great looking work here. I think what'll make the difference is just finding that right balance of clutter to make the world appear lived-in without having a negative impact on its composition.

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