cp_glacier_rc6

Credits

Submitter
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Acegikmo (Creator/Co-creator)
Key Authors
Acegikmo
Level designer and texture artist
Special Thanks
FLOOR_MASTER (2fort2furious)
Major playtesting
MangyCarface
Mapping partner and generally a great guy
Flubber (Canard PC)
Playtesting

Rating

9.15/10
Based off 8 rating(s)

Rate Map

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Additional Info

Development State
Beta
Version
6
Maximum Players
32

Stats

Post Count
21
ViewCount
15,589
Downloads
4,946
Date Added
3 years ago
Date Modified
2 years ago
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A gravelpit style winter TF2 map where A and B have been balanced to be equally defendable.

Cp_glacier release candidate 6

This is a gravel-pit style map with a brand new snowy theme. It features gameplay rather different than gravelpit, even though it's the same gamemode. My main focus with glacier is to balance A and B, to make them equally hard to defend.

When I started planning what map to make after pl_repository, I decided to make a custom theme. I always liked the idea of a snow theme, so I gave it a shot. I began thinking about what gamemodes people like that are rare among custom maps. I chose the gravelpit gamemode because it's not too common in the custom maps scene, and I've always liked the idea of choosing which point to attack or defend. What I wanted to do was something different from gravelpit. In gravelpit, A is alot easier to capture, whereas B is alot harder. For glacier, I wanted to eliminate that difference to vary the gameplay further. So far I've managed to balance them very well I believe.

I have received lots of great feedback on the map and its theme so far, hopefully you'll enjoy it as well!


Changelog (rc5 to rc6):

- Added a new room at B in the building
- Detailed some more in various places

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Comments

    • P1: Beggar
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    Posted by Steve the Pocket Reminded me of Fontaine Fisheries in BioShock

    there is no such thing as fontaine fisheries in bioshock... the closest thing you get is fontaine futuristics from bioshock2

    TF2 earbuds. I has 'em!
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    Thanks for the feedback! I'm torn about the looks of C myself. It's very hard to satisfy everyone. There will always be people who like the cave look more than the ice look, and vide versa. However, the ice cave look has got a few downsides. 1. It's very hard to detail it well. It tends to get very undetailed due to the lack of proper props. 2. The amount of specular surfaces in the C area will affect the fps quite alot. 3. Having ice all around the place makes the area lose visual focus on the center point.

    That said; it doesn't mean that I'll never go back to a more icy theme. It's just not very likely :)

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    When I first saw this map, I guess it was Beta 2, I was blown away by the atmospherics. Point C in particular, with all the ice. Reminded me of Fontaine Fisheries in BioShock (and if you've ever played it you know what a huge compliment comparing the visuals in anything to BioShock is). I can't help but feel the map has lost a lot of that by toning down on the ice.

    As far as playability, it seems very well balanced, and you're right about neither A or B being easier to cap or defend -- and I like how they're so visually distinct. There are plenty of sentry spots, but none so good that they can't be destroyed with plenty of time to spare.

    A note on the recent visual update: The water cooler seems to "stick out" from the window sheen (http://img694.imageshack.us/img694/4293/cpglacierwindow.jpg). I have no clue what's up with that; you might want to ask around, because it looks like an engine bug.

    Most illogical.
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    Pros: beautiful, Cons: breaks fire particles for next map

    Have a Nice Day
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    Posted by icsx Are you aware that cp_glacier_rc has an issue that causes fire and other effects to be "broken" in the next map after it? Only thing how to fix them back to normal is restart the game. I am wondering if its fixed in this newer version?

    Yeah. Unfortunately, there's nothing we can do about it but to wait until Valve has fixed this bug. I believe it happens on all custom maps using custom particle effects.

    • P2: Drudge
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    Are you aware that cpglacierrc has an issue that causes fire and other effects to be "broken" in the next map after it? Only thing how to fix them back to normal is restart the game. I am wondering if its fixed in this newer version?

    Your worst nightmare
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    We will be running this map on both our Instant and Fast Respawn servers. Feel free to come by and post on our forums to get more feedback on your map. We have a few other mappers like vilepickle and WhatIsSchwa use our servers for testing and QA. www.stompfest.com

    -Jokerz

    Bananite
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    Posted by crit I'm not entirely sure why you dropped the snowflake density, I preferred it previously.

    I reduced the snowflake density because people were experiencing bad framerates in the map. At least that's what they say. I much prefer the snowflakes in the first rc as well, but the map has to be optimized.

    Posted by crit More noticeable though are the changes to the cp A textures. To me they seem very low quality. Either switch to the higher quality viaduct texture or only the powdered snow.

    It's exactly the same as in viaduct; I'm not sure why it looks low quality in glacier. However, I have changed back to the mud and snow texture for rc3, which isn't that pixelated.

    Posted by crit Also the doors out of red spawn have, since b2, gone down the wrong way.

    Yep, and there's nothing I can do about it. I can't make the doors go upwards, then they'd clip through the roof. Sideways doesn't work either; they have to go down.

    Posted by crit All this aside, this is one of the highest quality maps for tf2, including the stock maps.

    That's a really nice thing to say! I'm glad you like it that much :)

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    I personally love this map and my server has been running it since b2.

    There are some changes from rc to rc2 that I'm not crazy about. I'm not entirely sure why you dropped the snowflake density, I preferred it previously.

    More noticeable though are the changes to the cp A textures. To me they seem very low quality (screen shots for evidence): http://i181.photobucket.com/albums/x97/narpassword/cpglacierrc20002.jpg

    I understand that they come from kothviaduct but those seem to be of a higher quality: http://i181.photobucket.com/albums/x97/narpassword/kothviaduct0006.jpg

    The viaduct textures still aren't stellar but they are much better. Also note that these textures tend to be more in shadow, where as yours are in very bright light.

    Personally I would prefer to see the powdered snow texture all over A instead of just in this one corner: http://s181.photobucket.com/albums/x97/narpassword/?action=view&current=cpglacierrc20003.jpg

    Either switch to the higher quality viaduct texture or only the powdered snow.

    This isn't huge, but it really does mess with the aesthetics of the map.

    Also the doors out of red spawn have, since b2, gone down the wrong way: http://i181.photobucket.com/albums/x97/narpassword/cpglacierrc20001.jpg

    All this aside, this is one of the highest quality maps for tf2, including the stock maps.

    Also if it makes a difference, and it shouldn't, I downloaded the map from your post in the steam forums, not from fpsbanana.

    Bananite
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    Where else can i download this? FPSB (where F stands for FAIL) is just giving me a corrupt file for everything i download off it.

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