CP grain

Apr 14, 2013
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regrain- grain rebuilt

A small 3-stage 6-cp map (like cp_dustbowl).
Originally made for the 72hour contest.
Currently being rebuilt.

Credits and thanks:
Froz3n- the map start prefab
Rexy- the forklift model
Void- the nuclear liquid texture
The construction pack- the crane parts
Most of the lights- Ravidge's prefab
The logic, setup gates and doors: A Boojum Snark
 
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RaVaGe

aa
Jun 23, 2010
733
1,210
Most of the lights- Ravidge's prefab

Also from what I can see it looks really cramped, and don't use props at this stage of dev it makes the gameplay even more tight seeing how they are placed.
 

ThePhlubs

L1: Registered
Oct 7, 2011
19
11
Definitely looks cramped and open as has already been stated. The doorways on the garage to A look especially tight and restricting. Try to increase the scale and flow of your map.
 
Apr 14, 2013
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New version- a2b. I fixed some problems, and increased the size of the map (see changelog, and pic 1 and 2 in the release)
Can someone please check if the download link for the map is working?

also,

cp_harvestp22_zpscb204fcf.png

This is the original design of the 2nd stage, for the 72h contest

cp_harvestp22a2b_zps79e8734a.png

This is the current 2nd stage (not exactly. it is longer than the 72h version)
 
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xzzy

aa
Jan 30, 2010
815
531
I think you'll find in playtesting that you'll need something to break up the lines of sight on that uphill run to the first point. The way it is now, defense will be able to dump absurd amounts of ordinance straight at blu spawn.

You may want to design a building or some rock formations to break things up a little bit and give blu more of an advantage. Even some chicken wire fence like you see on the last point of thundermountain might be good enough.
 
Apr 14, 2013
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Apr 14, 2013
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Updated to a3.
main changes:
-fixed issues from gameday
-blocked windows in the building between cp 1 and cp 2 in 1st stage to prevent sniper battles
-added a small pond in 2nd stage between blue spawn and 1st cp
-made 1st cp in 3rd stage possible to defend for (hopefully) more than 3 seconds

http://i1351.photobucket.com/albums/p794/takabuschik/2013-09-04_00004_zpsc5543ec3.jpg
http://i1351.photobucket.com/albums/p794/takabuschik/2013-09-04_00007_zpsf7cfaad6.jpg
http://i1351.photobucket.com/albums/p794/takabuschik/2013-09-04_00011_zpsdb6a1b8f.jpg
(I know it looks like a bad idea/stair spam, but I think it will work)

-added a functioning (!) forward red spawn in 3rd stage to help defend cp 1
-added flank route to cp 2 in the 3rd stage
-many minor bug fixes and small changes

DOWNLOAD!!!
 
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Apr 14, 2013
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Sep 19, 2010
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Played your map in the gameday today. I think it would be good to give RED a second spawn door on the 2nd stage. Very easy for BLU to spam since it's so close to the point. I'm sure you'll get plenty of other feedback, but that's something I noticed. Had a good time playing it :)
 
Apr 14, 2013
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A5 update (also known as the 'stage-1-is-no-longer-bad' update)

DOWNLOAD

changelog:
-rotated stage 1 in 180 degrees to prevent maximum render-distance issues (stage 2 parts no longer pop in and out)

-removed the mountains (see two posts up^^) because they weren't useful anymore, and weren't fitting the theme.

-remade the chokepoint between the two points in stage 1

-remade point 2 in 1st stage to be less blu-spammable and the blu attack route to the 2nd point to be less red-spammable (here:
2013-10-10_00012_zps01c00e21.jpg

2013-10-10_00007_zps7a213438.jpg

2013-10-10_00004_zpsa5b14a6d.jpg
)

-removed most of the water from the 2nd stage's first part

-added another exit from the red spawnroom in the 2nd stage to prevent blu from spamming the exit and completely blocking the red team:
2013-10-10_00015_zps5a66b5ad.jpg


-made the wall between the two points, connecting the two silos to the farm buildings, into a part of the farm buildings, to block a sightline from 2nd to 1st point in the 2nd stage (take that, snipers!). Sadly, it also removed the posibillity to rocket-jump above that wall (sorry, soldiers)

DOWNLOAD
 
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Apr 14, 2013
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Update to a6!
Better defenses!
More balance!!
DOWNLOAD!!!*

*It is possible that all the improved defenses and/or other RED support mechanism listed below will still not improve balance.



Changelog:

1st stage:
-increased the size of the area surrounding the 2nd cp so it won't feel really cramped
-added more cover to the 2nd point
-made the 2nd point building make more sense

2nd stage:
-added cover for blu spawn
-changed some fences around the 1st point to give red more cover
-added more cover for red on the 2nd point

3rd stage:
-fixed the door to 3rd stage......at last!
-added a wall on the 1st point to block spam.
-widened the steep corridor to A
-added "farmers' elevator" sign :p

general:
-changed some texturing, item placement and lighting
-fixed z-fighting, clipping, displacement seams, etc.
-many small things

DOWNLOAD

I'll update the pictures in the first post^

EDIT: updated screenshots!
 
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Apr 14, 2013
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A few things I've noticed:

1st thing: Right now, the stats show clearly there's advantage for blu.
Here:
1: BLU win 19 players round: 1
2: BLU win 19 players round: 2
3: BLU win 19 players round: 3

4: RED win 16 players round: 1

5: BLU win 19 players round: 1
6: RED win 22 players round: 2

7: BLU win 20 players round: 1

The only good example (good?) for another 3 stage A/D map is dustbowl.
Dustbowl's stats (from the feedback section):
Total Rounds: 587
BLU Wins: 418
RED Wins: 169

Should BLU have a 3/1 win/lose ratio in 3 staged A/D maps? Is it because a BLU player won't feel accomplished if he hadn't comletely won ALL THREE STAGES? Or maybe it should still have a 1/1 win/lose ratio, because every stage counts as one point, and most RED players don't want to always lose?

2nd thing: In dustbowl, BLU players seem to have trouble capping 2,2, and seem to always cap 3,1 easly. Should I do so too? Was Valve wrong?

I seem to get feedback about the map (and espacialy 1,2) being hard to attack. I didn't see the demo (it doesn't seem to work for me) but from the stats mentioned above it looks like it's not that hard. Actualy, BLU won much more rounds than RED!
here's 1,2:
2013-10-28_00082_zpse7b7179e.jpg

2013-10-28_00080_zps3aa23e63.jpg

What do you think? If any of you reading this, think it's too hard to attack (not only 1,2, but the map in general), can you please tell me why?

thanks in advance, takabuschik.

p.s: DOWNLOAD THE MAP!!!
 
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Apr 14, 2013
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A7 realeased! (no one cares)
Pics in the first page's first post, as always.

DOWNLOAD THE MAP!

Changelog:

1st stage:
-Increased BLU's spawnroom's size, and changed some things in it
-Closed main path into the 1st cp, to remove a sightline. This will be very confusing for players that played the map before.
-Opened a new path into 1st cp, from it's right (looking from BLU side)
-Added a small building left to the 2nd cp (looking from BLU side)
-Re-added the windows for the BLU team, that where removed in the previous version a6

2nd stage:
-Removed the cover for BLU spawn from the previous version a6
-Made the barn holding 1st cp in it larger, changed some things in it, and added an accessible roof around some parts of it
-Added detail
-Hopefully improved optimisation
-SKILLJUMPS!!!
1:
2013-11-24_00025_zps1c63f4c0.jpg


2:
2013-11-24_00033_zpsd6244671.jpg


(I'm not so good using Paint... :O)

3rd stage:
-Changed the first cp. Since it's hard to describe what exactly I did (and since I don't even know exactly myself) so I'll just post a picture:

2013-11-24_00053_zpsc682ea4f.jpg


-Added an alternate route to 1st cp
-Decreased the size of the 1st cp itself
-Highened the last cp, and added walkways and stairs leading to it

general:
-Changed some item placements and remade lots of the lighting (including env. light)
-Fixed z-fighting and other many small things.
-Probably forgot a few things

DOWNLOAD THE MAP!
 
Apr 14, 2013
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Update to A8

DOWNLOAD

A8 (HMS A8) was a Royal Navy submarine.
It was one of the first British A-class submarines. It was built at Vickers Barrow-in-Furness.
It sank while running on the surface in Plymouth Sound on 8 June 1905, as a result of an accident. A sudden dip in the bow caused the submarine to be swamped through the hatch in the conning tower. The submarine was then repaired and used for training during the First World War along with
A9 as part of the First Submarine Flotilla, operating near Devonport through early 1916. It was scrapped in October 1920 at Dartmouth.
(source: wikipedia)


Changelog:
1st stage:
-rebuilt the BLU spawn-1st cp part (displacements, train, bridge, buildings)
-added cover for the right enterance (looking from BLU spawn) to the 1st cp
-remade (REMADE) a new 2nd cp (again).
2nd stage:
-added a small window overlooking at 2nd.
3rd stage:
-made some metal walls, narrowing the enterance to 2nd.
general:
-optimisation
-lighting, clipping and more small things



To do:
-a new 3,1 (the lift isn't that good for a point)
-some changes in 3,2 (I know what to do, I just don't have the time)