Custom Map Request Thread - PLEASE READ FIRST POST

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Custom Map Request Thread - PLEASE READ FIRST POST

Post by MrBlip » Wed Sep 10, 2008 2:04 pm

I want to create a new thread that'll hopefully make it a little easier on the Sr. Staff. Basically, all the old guidelines are still in place, with minor changes. We'll keep an updated map cycle for each server, so search through it before posting.

Please try to keep the discussion down too. If you have a comment about a specific map, like why you think it shouldn't be added or if you disagree with someone elses map specific settings; send Why?, mbaxter, or bl4nk a PM and we'll decide which would be best or put up a vote.

New Rule: Maps are not added to the cycle until they are tested once. For koth maps, make sure both sides can capture. For a CP map, make sure teams can win. For a pl map, make sure it goes the entire way, all stages. And so on.

Add them to the server, don't add them to the cycle until that's been done.

----------------------------------------
Update Nov. 5th, 2008
MrBlip wrote:ALSO, FOR FUTURE REFERENCE:
If you want to make putting maps in the map cycle easier, put the EXACT NAME OF THE .BSP FILE at the bottom of your map request post. Sometimes the map name on FPSBanana does not match the name of the .zip file, or even the name of the .bsp file.

So say you're look at a map on FPS Banana, and the title there is called Clusterfuck. The name of the archive is cp_clusterfuck, but the name of the .bsp is cp_ClusterFuck_b2, please put cp_ClusterFuck_b2 (case sensitive) at the bottom of your post. This will especially be helpful if you're giving us a shit-ton of maps.
----------------------------------------

PLEASE follow these formats AS CLOSELY AS POSSIBLE (bullets are optional, but keep the order):

If you would like a map added/updated:
  • Server Name (tf4.joe.to, tf5.joe.to)
  • Map Name
  • Download link*
  • Map specific settings (should FF be turned off, longer/more rounds, etc.)
  • A short description (optional)
  • For fastest service, have a direct link to the map and a bziped version.
*PLEASE, if possible, provide a link from http://www.fpsbanana.com. If you've found a map elsewhere, check FPSbanana before posting it here. From FPSbanana we can view screenshots, comments, general opinions, etc. It can help us decide if downloading then uploading a 60mb map will be worth it.


If you would like a map removed/changed (like map specific settings):
  • Server Name
  • Map Name
  • Reasons why it should be removed/changed

We'll upload maps to the servers every Friday night. If you personally have a map you'd like to test on our servers, post here then send Why?, mbaxter, or bl4nk a PM that you'd like it on the server ASAP and we'll see what we can do.

tf4.joe.to - Current mapcycle.txt: Oct 20, 2013
avanti_b1
billiards
gas_kaboom_beta3
cp_5gorge
cp_antiquity_rc1
cp_arches_j2
cp_badlands
cp_blazewalk_rc5
cp_boulder_v5
cp_canyonfodder_b8
cp_castle4
cp_clue_b1
cp_coldfront
cp_crossroads_b5
cp_degrootkeep
cp_desertfortress
cp_desperados_b2
cp_drag_rc1
cp_dusk_rc1
cp_dustbowl
cp_egypt_final
cp_fastlane
cp_foundry
cp_freight_final1
cp_frost_b6
cp_gallery_b1
cp_glacier_rc6
cp_gorge
cp_gothic_event (Halloween Only)
cp_granary
cp_grassland_rc3
cp_gravelpit
cp_gullywash_final1
cp_indulge
cp_jailbreak_b3
cp_junction_final
cp_labor
cp_lazytown_lazynite
cp_manor_event (Halloween Only)
cp_metalworks_rc4
cp_mountainlab
cp_obscure_final
cp_orange_x3_dc5c
cp_process_final
cp_quickcap_v3
cp_redfort_b3
cp_roof_runner_b1
cp_rooftime_nm3
cp_silvertrail_rc2
cp_standin_final
cp_steel
cp_stoneyridge_rc1
cp_struggle
cp_subway_final
cp_tidal_v3
cp_toy_fort_alt3
cp_treehouse_b4
cp_upland_rc4
cp_vanguard_b5
cp_well
cp_wolf2_b1
cp_yukon_final
ctf_aurora_rc
ctf_chaos
ctf_converge_b3
ctf_deceit_b7b
ctf_decker_rc1
ctf_dirtwork
ctf_doublecross
ctf_facing_worlds
ctf_haarp
ctf_hallofdeath
ctf_hoops_beta
ctf_hotspring_b3a
ctf_impact
ctf_j2_jumpncap
ctf_landfall_rc
ctf_mach4
ctf_pipedream_rc3
ctf_quarry_v2
ctf_royal_b3
ctf_sawmill
ctf_sf_astrodome_b7
ctf_sf_basin_b5
ctf_sf_fieldtrip
ctf_sf_overflow_b2
ctf_sf_overload_b2b
ctf_sf_skywalk_b2
ctf_sf_sphinx_b1
ctf_sf_tactical_b4
ctf_steamroll_v2
ctf_thegym
ctf_trains_b4b
ctf_turbine_pro_rc2
ctf_undermine_rc2
ctf_vector_v1
dom_canalzone2_b2
koth_arctic_b3
koth_badlands
koth_basalt_rc2
koth_cargo_rc4
koth_chapel_event (Halloween Only)
koth_chasm_b1
koth_coulee_b3
koth_crazytank_b1
koth_dropdown_rc1
koth_falling
koth_garbage_day
koth_harvest_event (Halloween Only)
koth_harvest_final
koth_king
koth_lakeside_event (Halloween Only)
koth_lakeside_final
koth_lighthouse_rc5
koth_lolcano_b3
koth_loltower_j2
koth_megaman6_b5
koth_moonshine_rc
koth_namicott_rc1
koth_nucleus
koth_peaks_b6a
koth_sawmill
koth_skylab_rc1
koth_traingrid_b2
koth_vesuvius_b2
koth_viaduct
koth_viaduct_event (Halloween Only)
koth_watermill_final
pl_angkor_rc1
pl_badwater
pl_barnblitz
pl_beerbowl_b5a
pl_borax_b2
pl_borneo_rc2
pl_boundary_final1
pl_cashworks_final1
pl_cranetop_b8
pl_curve
pl_deadwood
pl_escarpment_rc1
pl_frontier_final
pl_goldrush
pl_great_heights_b3
pl_halfacre
pl_hoodoo_final
pl_manngrove_rc5
pl_metropolis_b5
pl_mill_b5
pl_millstone_b3
pl_minepit
pl_outback_rc4
pl_promotion_b5
pl_rainbowride_b7e
pl_repository_rc3
pl_stovepipe_b3
pl_swiftwater_final_rc
pl_thundermountain
pl_upward
pl_vesper_b4
plr_hightower
plr_nightfall_final
plr_pipeline
plr_whalerace_a4a
sd_doomsday
tc_hydro
tc_meridian_rc3

tf5.joe.to - Current mapcycle.txt:
TBA
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Re: Custom Map Request Thread - PLEASE READ FIRST POST

Post by Twine » Wed Sep 10, 2008 4:57 pm

  • tf4.joe.to
  • SF_Astrodome
  • ctf_sf_astrodome_b4
  • No map specific settings
  • The SF map I've been trying to get a working version of on the server for about a week and a half. Spacey theme, Death by falling on all sides. Breaking blocks should work with bl4nk's plugin now.
  • If you don't get to updating it before I get a b2b next version prepared, I'll edit this post, as I've fixed some skybox file size bloating and added some areaportals, as well as a couple other slight changes.
Edit: switched to b4 with updated link. It turns out with some optimization i reduced the file size from 38MB to 26.
  • tf4.joe.to
  • SF Basin
  • basin_b2b
  • No map specific settings
  • Basin SourceForts convert, this version has walls that should break properly with bl4nk's plugin.
  • tf4.joe.to
  • CP_Hotelhell
  • cp_hotelhell_fixed
  • Map must be renamed from cp_hotelhell_fixed to cp_hotelhell before being uploaded to the server. Well, it doesn't really, but you can if you want it to have the original name and not require everyone to re-download it.
  • Duke Nukem map with a spawn door bug fix.
MrBlip wrote:Please try to keep the discussion down too. If you have a comment about a specific map, like why you think it shouldn't be added or if you disagree with someone elses map specific settings, send me a PM and I'll decide which would be best or put up a vote.
I found discussion was a good way to get people's feelings on the quality of certain maps, and learn about bugs in maps. I can understand why you would want to limit discussion in this thread, though. Should we just make new threads whenever we have a comment on a specific map being submitted?
Last edited by Twine on Wed Sep 10, 2008 7:43 pm, edited 1 time in total.
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Re: Custom Map Request Thread - PLEASE READ FIRST POST

Post by MrBlip » Wed Sep 10, 2008 5:17 pm

I'll add those three tonight after classes.

I understand your point, and I really don't mind that. The thing I DON'T want is the discussion to dissolve into something that has nothing that has to do with the original post, like so many threads are prone to doing. That's not a bad thing per se as it's often times humorous, but I'd like to not have to dig through a bunch of posts about nothing looking for maps to be added.
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Re: Custom Map Request Thread - PLEASE READ FIRST POST

Post by Mad_Dugan » Wed Sep 10, 2008 5:25 pm

(Please delete this message once point is understood)

What about including in the process an optional task of starting a separate discussion thread for a map (a whole thread dedicated to the one requested map) You can include a link to the discussion thread in the map request post.
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Re: Custom Map Request Thread - PLEASE READ FIRST POST

Post by Twine » Wed Sep 10, 2008 8:26 pm

More requests!

I have checked all these maps for fpsbanana availability, and there are images in all the linked map pages.

tf.joe.to
arena_dust
No specific settings
Very nice looking port of de_dust to TF2 arena mode.

tf.joe.to
arena_castlewars
No specific settings
Pretty castle-themed arena map.

tf4.joe.to
cp_medieval__siege
No specific settings
Gravelpit style medieval map.

tf4.joe.to
cp_yahlab_v2.1
No specific settings
Linear control point map.

tf4.joe.to
ctf_fortressfaceoff
No specific settings
CTF map that requires a point on the top of the enemy base to be captured in order to access the enemy's intelligence area. Should make for a different style of gameplay.

tf4.joe.to
ctf_mine4
No specific settings
I played an earlier version of this map, and it was really fun. A little cramped and dark, but fun. The brightness seems to be better in this version, as well. It had a cool ending when I played it, not sure if it's present in this version, but I can't see why it wouldn't be.

tf4.joe.to
ctf_stronghold_b5
No specific settings
Did we have this map on the server before? I remember playing it fairly often, but I can't remember where. It's a fun map.

Remove:
tf.joe.to
arena_pacman_b1
I created the map, but really have no time to support it right now. If anyone wants to develop this, feel free to contact me and I'll send over the source, but as of now it's not up to current custom arena map standards. I've posted a couple good custom arena maps to replace it.

EDIT:

Also, cp_freight_b3 needs to be updated to cp_freight.

Second Edit:

We played cp_rooftime_victor_a6a, and it didn't turn out too well. It turns out there are only spawn points on the bottom, and the points need to be captured in a linear fashion, but it's broken in that if you have captured the second point and the other team recaptures the first point you can still capture the third point. It takes way too long to get anywhere useful, and is really hard to get to the top of the map. If you fall into the other team's respawn-to-gameplay-area-area you cannot get out, though you are slowly damaged until you die. It should probably be removed from the rotation.
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Re: Custom Map Request Thread - PLEASE READ FIRST POST

Post by MrBlip » Wed Sep 10, 2008 10:57 pm

Added:
  • cp_hotelhell
  • ctf_sf_astrodome_b4
  • ctf_sf_basin_b2b
I'll get to the rest of the stuff tomorrow, Twine.

Updated:
  • ctf_trains_b3 to _b3a
    • Changes:
    • Added a sniper deck to give snipers a wider area to snipe from an elevated position
    • Sniper deck adds an extra entrance for anyone who can get up there
    • Trains now have random speeds. The speeds are (relative to last version) 50%, 75%, 100%, and 125%.
    • I may have tweaked the train spawn time as well as a couple other small things, but I can't remember them at the moment.
Mad_Dugan wrote:(Please delete this message once point is understood)

What about including in the process an optional task of starting a separate discussion thread for a map (a whole thread dedicated to the one requested map) You can include a link to the discussion thread in the map request post.
That's a good question and one I meant to address in my last post; I don't see a need to delete it.

I don't want a new thread for every single map because that'd end up being A LOT OF THREADS. I don't want to dump my stuff on the rest of the tf2 forum.
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Re: Custom Map Request Thread - PLEASE READ FIRST POST

Post by joe » Thu Sep 11, 2008 4:17 am

fastcaps and the map nipper made where you vault onto a narrow central platform where both flags are should be on the server. also we need some small DM maps for when there's only 3 ppl on the server.
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Re: Custom Map Request Thread - PLEASE READ FIRST POST

Post by Archer » Thu Sep 11, 2008 5:35 am

Please Add:

* tf4.joe.to
* ib_dust2
* http://www.fpsbanana.com/maps/65574
* NO Map specific settings
* Grab the intel.... You have the Bomb.
Take it to the bomb sites, and then run... you have 5 seconds, until BOOM.
You have 15 min to blow up both bomb sites.

* tf4.joe.to
* ctf_waterworks
* http://www.fpsbanana.com/maps/65039
* NO Map specific settings
* WaterWorks is designed for the smaller 24 man servers. It is a simple, symmetrical capture the flag map which has several paths to the intel. The focus here is to avoid choke points and balance attacking/defensive needs for both teams.

The objective is to grab the enemy team's printout and return it to your base while defending your own. The return time of the printout has been lowered to 30 seconds due to the size of the map.

This is my first (actual) map and I have done everything I can to make it run smoothly. I heard a case of frame rate drop while entering the sewer but I have been unable to recreate the performance drop myself. All in all my final results were good, in my very own special opinion. I hope you enjoy the map.

* tf4.joe.to
* cp_volcano_b1
* http://www.fpsbanana.com/maps/65659
* NO Map specific settings
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Re: Custom Map Request Thread - PLEASE READ FIRST POST

Post by Twine » Thu Sep 11, 2008 5:06 pm

Requested changes:

* tf4.joe.to
* cp_mountcoaster_v6
* PLEASE downgrade this map back to cp_redthunder_mountain. It was waaay better, the current split-up setup makes it far too long of a map, and generally not fun. Also, if possible, deactivate control point locking, so blue can capture the map's control points in any order. When we had that map set up like that, it was fun as hell.

* tf4.joe.to
* cp_switchback_b5
* the number of rounds should be reduced from 2 to 1. It's one of my favourite maps, but the round lasts quite long, and it always gets rocked at the start of the second round.

* tf4.joe.to
* cp_cube_b15
* this map always gets rocked by the third round, and should probably be decreased from three rounds to two.

* tf4.joe.to
* ctf_steamroll
* would it be possible to turn on FF, turn off stat counting, and turn off the autoban plugin(s)? That would rock, and generally make everyone happy, from what I've heard.

Awesome maps Archer, can't wait to try them ^_^. I was actually thinking yesterday of how a map with a bomb-type intel that spawns in your own base and has to be brought to the enemy base would work. Should be cool.
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Re: Custom Map Request Thread - PLEASE READ FIRST POST

Post by MrBlip » Fri Sep 12, 2008 2:06 pm

Added - tf.joe.to:
  • arena_castlewars
    arena_dust
Added - tf4.joe.to
  • cp_medieval__seige
    cp_volcano_b1
    cp_yahlab_v2_1
    ctf_fortressfaceoff
    ctf_stronghold_b5
    ctf_waterworks
    ib_dust2_b1
Did not add:
  • ctf_mine: people complained for performance problems / I encountered an error with it (can't remember what it was exactly)
    cp_freight: didn't see it, will throw in with next batch

Removed:
  • arena_pacman_b1 (tf.joe.to)
    cp_rooftime_victor_a6a
joe wrote:fastcaps and the map nipper made where you vault onto a narrow central platform where both flags are should be on the server. also we need some small DM maps for when there's only 3 ppl on the server.
Those maps are still there: cp_quickcap_v3 and ctf_j2_jumpncap.
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Re: Custom Map Request Thread - PLEASE READ FIRST POST

Post by joe » Fri Sep 12, 2008 3:13 pm

bleh i tried to change to quickcap and i didn't know it was _v3 -_-
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Re: Custom Map Request Thread - PLEASE READ FIRST POST

Post by Mad_Dugan » Fri Sep 12, 2008 3:27 pm

* tf4.joe.to
* cp_steel
* No map specific settings
* Update cp_steel_b4 to the officially released version
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Reality is that which, when you stop believing in it, doesn’t go away. - Philip K. Dick
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Re: Custom Map Request Thread - PLEASE READ FIRST POST

Post by joe » Fri Sep 12, 2008 3:53 pm

maybe some more from the guy who made mountcoaster:

http://www.fpsbanana.com/members/maps/275395
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Re: Custom Map Request Thread - PLEASE READ FIRST POST

Post by Twine » Sat Sep 13, 2008 12:25 am

* tf4.joe.to
* pl_cranetop_b1
* No map-specific settings
* Really awesome-looking payload map, in development (released two days ago and modified atm 11 hours ago) but receiving high ratings. You could wait until a b2 comes out, as there are a couple known issues shown on the map's page. your call.

* tf4.joe.to
* pl_haywood_beta4
* No maps-specific settings
* Another good looking high rated payload map.

* tf4.joe.to
* Death Valley
* ctf_death_valley_b3
* No map-specific settings
* Inspired by hall of death, nice looking and small.

* tf4.joe.to
* tc_atlantic_v1
* No map-specific settings
* Territorial control map... I'm getting kinda tired of writing these descriptions. The link tells all.

These are from the page joe linked:

* tf4.joe.to
* cp_whitebase_v1
* No map-specific settings
* Gundam-themed gravelpit-style map with pathways opening when the first two points are captured. Sounds like it's pretty awesome.

* tf4.joe.to
* pl_strider_b7
* No map-specific settings
* HL2 themed payload map where instead of a cart, you have a strider, and instead of healing your team, it attacks the other team with LAZER BEAMZ OF DEATH!!11!!one1!!

* tf4.joe.to
* cp_area51_v4
* No map-specific settings
* Dustbowl style map with really good reviews, should play well.
MrBlip wrote:Added - tf.joe.to:
  • arena_castlewars
    arena_dust
Added - tf4.joe.to
  • cp_medieval__seige
    cp_volcano_b1
    cp_yahlab_v2_1
    ctf_fortressfaceoff
    ctf_stronghold_b5
    ctf_waterworks
    ib_dust2_b1
Did not add:
  • ctf_mine: people complained for performance problems / I encountered an error with it (can't remember what it was exactly)
    cp_freight: didn't see it, will throw in with next batch

Removed:
  • arena_pacman_b1 (tf.joe.to)
    cp_rooftime_victor_a6a
joe wrote:fastcaps and the map nipper made where you vault onto a narrow central platform where both flags are should be on the server. also we need some small DM maps for when there's only 3 ppl on the server.
Those maps are still there: cp_quickcap_v3 and ctf_j2_jumpncap.
You missed the post I made just before you made this post with some map alteration requests (such as downgrading mountcoaster). Here it is:

EDIT: Or perhaps it was left unreplied to because it's being covered in more detail in this thread. Following whatever people vote for there would be best.

Twine wrote:Requested changes:

* tf4.joe.to
* cp_mountcoaster_v6
* PLEASE downgrade this map back to cp_redthunder_mountain. It was waaay better, the current split-up setup makes it far too long of a map, and generally not fun. Also, if possible, deactivate control point locking, so blue can capture the map's control points in any order. When we had that map set up like that, it was fun as hell.

* tf4.joe.to
* cp_switchback_b5
* the number of rounds should be reduced from 2 to 1. It's one of my favourite maps, but the round lasts quite long, and it always gets rocked at the start of the second round.

* tf4.joe.to
* cp_cube_b15
* this map always gets rocked by the third round, and should probably be decreased from three rounds to two.

* tf4.joe.to
* ctf_steamroll
* would it be possible to turn on FF, turn off stat counting, and turn off the autoban plugin(s)? That would rock, and generally make everyone happy, from what I've heard.
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Re: Custom Map Request Thread - PLEASE READ FIRST POST

Post by Twine » Sat Sep 13, 2008 12:37 am

ah... and also:

* cp_medieval__siege
* can be updated to cp_medieval_siege_v2 if you like. I missed it when I posted it (sorry!). Either that or I spotted the map before the update was there. The update is more tf2-like.

* tf4.joe.to
* cp_blaststone_silo_b2
* no map-specific settings
* Extremely high-rated, well-detailed gravelpit-style map.

That's it. I'm done for now. Time to get some sleep.
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