Meyou

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
cp_meyou created by Toivo "tovilovan" Säwén is a Gravelpit-style Attack/Defend map with three capture points. For C to unlock, BLU must capture A and B. The map is set in an industrial setting with inspiration from maps like Well, Granary and Waste. The goal of the map is to balance the two capture points A and B while still making a difference between the gameplay-wise. The philosophy at this time is that A is hard to get onto but also hard to get pushed off, while B is easy to get onto but also easier to defend with a coordinated push. The sizing is similar to Gravelpit and should work well both for fairly large public games and competitive play.

Current version is a2c.

At this time the map lacks almost all detail, detail work should get started once I'm sure about the layout. Right now I'm pleased with how A and B plays, while C is still a bit uninteresting and generic. What I need feedback on right now is:

- General game flow. Will the map lead to stalemate or to steamroll?
- Balance. How well are A and B balanced, is any capture point easier to capture than the other?
- Signage. Where is the player directed? Is there any route that players use too much or too little?
- Healthkit placement. Is there enough health/ammo on the map?
- Visual style. This early in the development process I haven't detailed much, but ideas and input are welcome and appreciated.

The name is a WIP name and WILL change once I'm sure about the setting for the map.

Special thanks:

Ost for everything
TF2Maps community
A Boojum Snark for prop and gametype libraries
Ravidge for lighting library
eXhale gaming community for playtesting and feedback
www.warzone.nu for hosting my map on their servers
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
564
I guess I'm not one to talk about having super open maps, but I have to say your first screenshot looks REALLY open.
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
I guess I'm not one to talk about having super open maps, but I have to say your first screenshot looks REALLY open.

What I'm working on right now is fixing some of the sightline issues that the map has. Right now I'm working on the area depicted in the first picture (capture point C) to make it less sniper-friendly. On the other hand, compared to Gravelpit which is an excellent map, the sightlines aren't that terrible.

So its Meyou instead of Youme?

No comments... :rolleyes: Really, the mapname comes from the song I was listening to when in quick need of a name: [ame="http://www.youtube.com/watch?v=6ulbK3tUMNg"]YouTube- Youme & Meyou - Einstürzende Neubauten[/ame]
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
That singer slightly reminds me of someone's old avatar.
 
Aug 10, 2009
1,240
399
Ohh I remember this map :)

So basically, here were my thoughts on it:
- Way too much metal at C (resolved)
- Remove or significantly change the vents, they are suicidal.
- I found there to be an extreme amount of vertical space at B
- I died once because the wood model with the dirt on it blocked my path to the health, I don't see any purpose it serves aside from a clipping annoyance, I would suggest you take it out. Plus now I have a grudge against it.
- Simplify the layout. There is a tangle of paths in between A, B, and C that once controlled cannot be taken back, almost acting as a failsafe for BLU because after they have it, red is crushed into a small portion of the map.
- More obvious health packs, more large health packs. When I was going around as a spy I found several health packs in rather ridiculous places ;) consider moving them.
- Less friendly to engies!
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Also, feedback after the gameday:

It just felt confusing. There needs to be more landmarks. You look at gravelpit and you can always tell what area you are in from the feel of it. A is a giant wooden building with a tower on top of it, B is a large building with a radar and C is a large tower with a laser.
There's lots of signs and its not very confusing.
Don't get me wrong, each of your areas are unique, but the uniqueness needs to be more visible. You need to be able to see something to identify each area from anywhere in that area.

I just felt that the layout needed to be layed out more...naturally, less complicated. Perhaps the feeling would ease after playing it some more, but still.

Although I've said lots of negative stuff, I hope this map sees at least beta. We need more good AB>C maps, there arn't many out there.
 
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tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
There are reasons for everything you say.

1. a1 lacked most signage, which has been fixed now
2. All textures look the same - in detailing I hope I can make the difference between the areas more significant
3. It is complex. But still, look at Gravelpit- a splendid map, did you really know it inside out from the first time you played it?

Anyways, thanks for your feedback, it really helps in the quest towards beta!
 

Freyja

aa
Jul 31, 2009
2,994
5,813
1. I'm glad, it will be much better with more signage.
2. That would help greatly, looking forward to seeing it.
3. I didn't, and thats what I mean by perhaps It wouldn't matter as much after playing it some more.

Keep up the good work!
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
gameday:
Concrete and containers.

I won't comment on balance because I've only played the map for 2 rounds, however. Point C was really easy to capture in both cases.

I can not really see any big issues here, I spent most time around B, and there's like 3-4 small health pickups within 5 seconds of eachother. Switch it out for 1 medium and 1 small instead.

The big issue is: Visually bland. I hate commenting on how things look. But this was just the largest lump of concrete I've seen in ages. Toxic barrels feels out of place and just a few quick displacement hills around the border of the map would do wonders. I can't think of any other examples than cp_observatory atm (mix of concrete/industrial + nature), it works really well and I think you should check it out.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Gameday :

Well, it was playable, even if C was kinda easy to take. When playing red, I was frustrated by the unpractical way to go to the roof, but it may be balanced this way. I wasn't fond of the B point being directly exposed to the exit from the C room. The group with higher firepower could win through spam. A played great, but may be a tad too difficult to take. I didn't get to play C long enough to give senseful advice.

It's not a detailed map, but I kinda had the same feeling than ravidge, because I couldn't get what you were aiming for. Maybe you need to add something giving more identity to the map.