strange

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
I like the connecting passageway between the three points. I think it's good for overall flow. I think what makes it possibly a bit overpowered for defense though is that it provides almost immediate line of sight to A and B once you come out of it. If the paths were tweaked so you had to run further before being able to spam the point with rockets/grenades, it would probably be an improvement.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
I like the connecting passageway between the three points. I think it's good for overall flow. I think what makes it possibly a bit overpowered for defense though is that it provides almost immediate line of sight to A and B once you come out of it. If the paths were tweaked so you had to run further before being able to spam the point with rockets/grenades, it would probably be an improvement.

I think that's a very sensible solution. That's one of the main changes I'd like to make, as well as a revision of the CP area at C. A1 testing proved that C needed a lot of work.

Thanks for the name change on this thread!
 

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
One of the other thing mentioned was to make a path up to c from blu's side so that they don't have to go all the way around. I think it might also discourage spawn camping.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Those who were curious about C's new revision:

cp_sketch_008.jpg

cp_sketch_009.jpg

cp_sketch_010.jpg


The suggestions for both a 3rd spawn exit and alternate methods of mounting C are both excellent and will be implemented!
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
Played it for the first time tonight for gameday, and really loved it. The layout is very well done, the only thing i noticed that needed work was point C having only one path up that is right outside red's spawn doors.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,215
Map is pretty fun. Good job! That being said i think A and C have some major problems


cp_sketch_a30001.jpg

Green = attackers route.
Yellow = Defender's sightlines/attacking routes
Red = my suggestion


Lets break down the layout. Blu's attacking routes, excluding the long walks that go through B, all leads up to 1 ramp (the highlighted box). When they get up to the ramp they don't have much cover or anywhere to defend themselves from, the health to the left only will delay their death. It's a deathtrap.

The middle yellow line is the longest sniper sightline in which you can't do much except hope the sniper misses. The line to the left can pick off people early on, and the one on the right finishes them off if they survive.

Here is my suggestion. The red box would be a building, so get rid of the rocks that are in the way. Also a walkway facing away from the point. I don't know what would be in the building, that's up to you



Point B is fine IMO, only minor changes needed that i don't know

Point C is kinda fun, don't like how theres only 1 ramp to the point, and 1 of the 2 routes pass the spawn. Blu demo's can easily stickyspawncamp when they're capping
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Those are great suggestions, the only problem I have with the suggested building outlined in red is that would give the defending team yet another stronghold to keep cp A...which I'm unsure of how to solve right off the bat. And C is whole other game as well, since all around there are plenty of issues.

I had been spending some time developing the theme, even though I have been still concerned that the gameplay has kinks to work out. Thanks for this info, I'll put it to use.
 

Azazoth!

L1: Registered
Feb 6, 2010
33
14
If you made the building have no entrance from the defending side - just windows, or a one-way drop, accessible from red's side only by the usual high-jumping candidates - then it would probably be pretty easy for blue to capture and use against the defenders.
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
--Move the spawn back a bit from C.
--Put a barrier on C on the side that RED spawns from.
--Have one small entrance to the tower of C on RED's side, and at least one more.
--At the actual control point, make sure there are two ways onto it for all classes to use.

I think that may help.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Adding some changes to C and B -- and adding up some sweet wood props.

AND NO YOU CAN'T HAVE MY WOOD.

rexy_has_a_woody.jpg


Well maybe, if you ask nicely.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
- obligatory joke about erecting, dispensers, wood, etc -
 

Westerhound

L5: Dapper Member
Feb 5, 2009
248
104
Thought you said it would have some special "theme" with the textures, but it looks normal tf2 to me :/