CP Cliffhanger

riikikven

L1: Registered
Oct 1, 2010
14
1
Predictions:

"2/4 is ridiculous."

"The distances between the points are WAY too small."

"Pyros will be extremely OP."




I tested it with bots. It was a lot of fun, but, then again, bots won't airblast you off a cliff. I guess I want 2nd to be extreme, but I don't want to piss people off so much they won't play the map.

I am currently using props from the bulletcrops-pack (and the swamp-pack)
 
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riikikven

L1: Registered
Oct 1, 2010
14
1
I don't think that point looks much worse than the spirally part of Upward or the pre-slope sections of Hightower. Maybe you should add cover to at least a part of it, though, so aware players have something to place their backs against when they see a Pyro approaching.

(Tangentially related video but also blatant viewfarming oh god I apologize)

I've had a couple of tweaks in mind: First, a fence (props_gameplay\security_fence_section01.mdl) on top of the stairs where you enter the point from below; and second, a platform to catch you if you are blown down. Your suggestion, equivalent of the fence-solution, makes sense, but I'll try them both and we'll see.

People aren't supposed to die out of the blue and without he ability to do anything about it, but they should still be afraid. Basically, I don't want to take the edge off.


I was just too late (about 30 hours).
 

Bereth

L4: Comfortable Member
Dec 13, 2011
170
197
Few thing I saw on your map:
-You should color co-ordinate the health pack visualizers.
-Clip the tiny ledges, I don't like bumping into them, ever.
-The area under the first point is hard to notice.
-The door above the first point (not the spawn door) is a bit smaller than I would like. Consider using the Grannary doors.
-All the roofs under the first point are too low. I can bump into them with a single jump.
-They skyboxes are a tad bit low.
-The room outside the first point is way too tall. It gives an interesting and dynamic route for many classes, but it would make the route useless form below. Maybe reduce the height advantage.
-I'm not crazy about the little alcoves on the landings in that room.
-Can you add some more spectator cameras?
-Please use some hands on the forward spawn doors.
-A lot of the doors are really small. In fact a lot of the hallways are small as well. So much of this map will be dominated by a single demoman, or a little bit of spam.
-Deathpits work best on middle points. It's a territory where everyone expects to be vulnerable. The lower route on the second point is especially bad for this reason. I fell off several times on accident playing alone.
-The tires outside the forward spawn for holding mid are a tad bit annoying.
-All the control points could use caution strips.
Overall:
If you could make the map fell less cramped I would say this map would work well for competitive. It's 5cp, and there are lots of interesting height differences to give each class a role (except the medic).
 

riikikven

L1: Registered
Oct 1, 2010
14
1
Bereth:

Thank you.

At this point, this is what i'm looking at:

-The room outside the first point is way too tall. It gives an interesting and dynamic route for many classes, but it would make the route useless form below. Maybe reduce the height advantage.
-I'm not crazy about the little alcoves on the landings in that room.
-A lot of the doors are really small. In fact a lot of the hallways are small as well. So much of this map will be dominated by a single demoman, or a little bit of spam.
-Deathpits work best on middle points. It's a territory where everyone expects to be vulnerable. The lower route on the second point is especially bad for this reason. I fell off several times on accident playing alone.
Overall:
If you could make the map fell less cramped I would say this map would work well for competitive. It's 5cp, and there are lots of interesting height differences to give each class a role (except the medic).

-The room outside the first point ended up very tall indeed. I thought about it when i made it, but I couldn't see an easy way to reduce the height, without altering balance some other way. I'm thinking adding cover instead, with pipes or something. I'll keep it in mind.
-The stairway in the same room is bugging me for more than one reason. I guess if I did raise the floor or lowered everything else, I could make it smoother. Or did you want me to remove the stairs entirely?
-Overpowered demomen would be a big problem, and now that you mention it, I kind of see it being a big problem. I'll see what I can do, but I'd love to get more comments about this and hear others' opinions as well.
-I am under no circumstance removing the death pit from second. The low route is inspired by the ledgefights from HL1. I can change them, add stuff, maybe even add railing, but I am never removing the death pit. Without it, the whole map is just another bad attempt at making something identical to a popular map without reproducing it.
This is a map for not too many players. 24 is too many. I'm not sure if it needs to be a competitive map for that reason. What do I need to save the medic?
 
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Bereth

L4: Comfortable Member
Dec 13, 2011
170
197
Bereth:

Thank you.

At this point, this is what i'm looking at:



-The room outside the first point ended up very tall indeed. I thought about it when i made it, but I couldn't see an easy way to reduce the height, without altering balance some other way. I'm thinking adding cover instead, with pipes or something. I'll keep it in mind.
-The stairway in the same room is bugging me for more than one reason. I guess if I did raise the floor or lowered everything else, I could make it smoother. Or did you want me to remove the stairs entirely?
-Overpowered demomen would be a big problem, and now that you mention it, I kind of see it being a big problem. I'll see what I can do, but I'd love to get more comments about this and hear others' opinions as well.
-I am under no circumstance removing the death pit from second. The low route is inspired by the ledgefights from HL1. I can change them, add stuff, maybe even add railing, but I am never removing the death pit. Without it, the whole map is just another bad attempt at making something identical to a popular map without reproducing it.
This is a map for not too many players. 24 is too many. I'm not sure if it needs to be a competitive map for that reason. What do I need to save the medic?

-The second room feels like a bridge with some stairs in a tiny tall room. This effectively removes the ability to use this route to flank. It's only purpose is a retreate route at that point. This means there is only one way out of the last point. This just isn't a balanced philosophy. But there's no clear cut way to solve this problem.
-If you're so insistent on a death pit: make it so that an air blast from the top cannot knock players to their deaths. This could be done with railings, widening the ledge or both.
-Competitive isn't just about tesm sizes. The class usage is also important. Players want to sticky/rocket/double jump to places. Soldiers must have height, and need things to be within effective horizontal rocket jump distance. Demomen want chokepoints where their stickies are most effective. Scouts want open areas with moderate height variation and lots of props to jump on (think Grannary last). Medics want cover, doors, and no sniping spots. General competitive players also want everything clipped off. I see a lot of this in your map, which is why I mentioned it.