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pl_manngrove - A Mod for Team Fortress 2.

Manngrove Marsh (PL) (Release Candidate) by Reid "R!ghteous" Hansen Email: [email protected] Currently: Release Candidate 5 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���¢�¯�¿�½�¯�¿�½s fa������§ade to deep inside the Red rocket base, all the while, pleasing the player���¢�¯�¿�½�¯�¿�½s 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://forums.tf2maps.net/showthread.php?p=244463#post244463 Most up to date images can be found here: http://steamcommunity.com/id/r1ghteous/screenshots/?tab=all
  • R1ghteous avatar
    R1ghteous Joined 11y ago
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    11y
    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- [url=http://forums.tf2maps.net/showthread.php?t=18087]TF2 Maps[/url]] -or- [url=http://r1ghteous.site.nfoservers.com/server/maps/pl_manngrove_rc5.bsp.bz2]Direct Link[/url]] The newest release features many graphical changes including: 1. Adjusted lighting to help guide players towards objectives, along the fastest routes, and to add more depth/dimension. 2. Adjusted detail in some areas to provide the player with a better experience. 4. Added a new death pit at point D which is more fitting to the environment. 3. Additional optimizing with hints/areaportals/draw distances to provide players with the highest fps possible while still maintaining as much visual depth and polish as possible. 4. Created brushwork for the skybox so that red's skybox models would no longer clash with the color of the brick in the playable area. 5. Corrected some Z-fighting and graphical errors. Gameplay changes include: 1. Additional access to the battlements at point one to provide blu with a more immediate route. This change as shown to assist blu in pushing past the choke at the doorway that provided red with a slightly unbalanced choke in servers over 16 players. You can see the ramp/skill jump here:[IMG]http://cloud.steampowered.com/ugc/578936112017293498/2B90074505206BDEB2C01ACFD9E5B6ED8A7C356E/[/IMG] 2. Added an additional hallway and elevated room for blu within the battlements. Testing with this change has shown to provide blu with an additional position to clear out slightly overpowered sentry spots, as well as, an elevated fighting position to clear the choke at the garage entrance on red side. You can see the changes here: [IMG]http://cloud.steampowered.com/ugc/578936112017292948/9BB23F3D9E9D6EFAC38590353760DC94C181B783/[/IMG] and here: [IMG]http://cloud.steampowered.com/ugc/578936112017292173/11E2D31D1135051661C7B5D12A80828A510C1BB1/[/IMG] 3. Re-added an alternate ending if red wins. The rocket at point D now takes off and players in the area are sucked into its blast. Cleaned up the logic for this as well. 4. The setup time has changed from 90 to 80 seconds. The typical 70 seconds (rc3) was too short for red given the distance necessary to travel and setup sentrys/defense, however 90 seconds (rc4) proved to be frustrating for blu players. 80 seconds has shown to be a happy medium allowing red enough time to setup without frustrating blu players. 5. Added/altered/lit various signage to help players find their way around the map easier on their initial run through. 5. Added a func_door to help new players on the red team make the correct choice in direction to go out of spawn. Signage alone was not enough to ensure players make the correct choice in direcion. The new sign can be seen here: [IMG]http://cloud.steampowered.com/ugc/578936112017291542/C3A9F779AAB08EBCDDED454C0517A2E894EA094F/[/IMG] 6. Added large amounts of player clipping to avoid getting caught on/bumping into objects. Additional player clipping has been added to provide a smoother walkway in some areas that were previously rough do to small changes in height on props/brushwork. 7. In addition to this there were various other small changes that no one will notice but me. If you have any further feedback I am available at [email][email protected][/email], you can add me on steam, the [url=http://forums.tf2maps.net/showthread.php?t=18087]feedback section[/url]] 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.
    Bananite
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  • volcom56 avatar
    volcom56 Joined 11y ago
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    11y
    This was very well done. I love the looks of it! Nice Job! :D
    Bananite
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  • Pohwelly avatar
    Pohwelly Joined 11y ago
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    11y
    From looking at the screenshots the skybox feels really foggy. you may have been going for an early morning feel though so that would work really well if that is the case.
    Poh and Woh
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  • gr2rreflex avatar
    gr2rreflex Joined 11y ago
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    11y
    **Pros:** - from the start to the finish a nicely made map **Cons:** - still looking cant find one **Notes:** - Saw it,had to have it, uploaded it to our tf2 server - nice work and thank you
    Bananite
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  • JBEZORG avatar
    JBEZORG Joined 13y ago
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    11y
    very nice that you have uploaded the map here. This map is absolutely fantastic. a lot of nice details. beautiful structure. Perfeckt design. fast gameplay. I like the map. I am already on the finished version. Greeting JBEZORG (GECL_Knecht)
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    Mantra
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  • hoppsan4 avatar
    hoppsan4 Joined 11y ago
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    **Pros:** - Awesome - Great design - Good detail - Structures are perfect
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    Mantra
    Mapper :D
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