cp_tempest

Moose

L6: Sharp Member
Nov 4, 2009
312
616
tempest

This is a 5cp map is set in a cloudy alpine environment at night.

RED and BLU have both designed machines capable of harnessing lightning.
However, they also took precautions to ensure their own creations wouldn't backfire.

These precautions have rendered both machines entirely powerless against each other.

Therefore, it is up to you to infiltrate the enemy team's base and shut down their machine, allowing you to destroy it once and for all!


I don't have any actual thunder or lightning in the map yet, and I'll probably wait until I make a 3D sky to put that stuff in.
 
Last edited:
Mar 23, 2010
1,872
1,696
you showed us the same picture with different texturing >_> and this is 5CP right?

It looks pretty good. like the lighting. it seems that you didn't get too creative with the points and basically made them on slightly raised ground with some cover. not bad though. not bad at all.....
 
Last edited:

Moose

L6: Sharp Member
Nov 4, 2009
312
616
you showed us the same picture with different texturing >_> and this is 5CP right?

It looks pretty good. like the lighting. it seems that you didn't get too creative with the points and basically made them on slightly raised ground with some cover.

It is 5cp, and I changed the image. I also added cp_ to the beginning of my thread because I wasn't paying attention. durr.
 

slunchy

L1: Registered
Jun 13, 2010
13
8
i, for one, liked it.
hydro barriers rule.
 

ANova

L7: Fancy Member
Jul 16, 2009
415
132
Change the middle and fix the spawns and get a 6v6 out NOW!
 
Mar 23, 2010
1,872
1,696
Change the middle and fix the spawns and get a 6v6 out NOW!

yeah, the mid was lacking, needs to be wider IMO, but the map was really balanced on the 3v3 (>_>) as in it was easy to push, but not too easy from each point.
 

Moose

L6: Sharp Member
Nov 4, 2009
312
616
Released A2. I added signs, widened cap zones a little, and other stuff in the changelog. I realize I should probably change mid, and I have an idea of how to do so, but I'll wait for a proper test to see how it works out anyways.
 

slunchy

L1: Registered
Jun 13, 2010
13
8
your shit is happening, and i hope that house tunnel works out, i liked it.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
ISSUES

- Last point layout it odd, confusing and feels boring.
- Last point is really easy to defend, one sentry can cover point really well.
- Second point was really hard to take back once it was capped.
- Map was (As i assumed) really pyro friendly, maybe even little bit too much. (Need bigger test so i can have final word on this!)
 
Last edited:

Moose

L6: Sharp Member
Nov 4, 2009
312
616
ISSUES

- Last point layout it odd, confusing and feels boring.
- Last point is really easy to defend, one sentry can cover point really well.
- Second point was really hard to take back once it was capped.
- Map was (As i assumed) really pyro friendly, maybe even little bit too much.

Yeah, last being easy to defend (and second being hard to push back to) has been a recurring thing for this map. I think I've made it better a bit, but I'll see if I can fix it.

As for pyros, I can't stop it.
My subconscious is forcing me to draw up layouts that allow me to flare with ease.
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Only concern for a5a at the moment is the lighting.
- It's a bit dark all over. - Add some more direct lighting.
 

Moose

L6: Sharp Member
Nov 4, 2009
312
616
A8 is out and slightly detailed:

cp_tempest_a80003.jpg

cp_tempest_a80004.jpg

cp_tempest_a80005.jpg


Almost ready to release A9 by now, too.
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Those supports around the mid buildings are leetle babyman peices of wood. Bigger!
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I really disliked the drop down. Scouts and spy's were using it to flank medics constantly and there was no retaliation other than to leave a demo camping it or maybe a sentry (which would still get zapped).

the journey from CP2 to 1 doesn't feel right. Even though it's kinda balanced it's a load of corners with a sightline down the middle and doesn't feel like a final point. There's no focus for the final objective.

I do enjoy this map for 2-3-2 though.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
I really disliked the drop down. Scouts and spy's were using it to flank medics constantly and there was no retaliation other than to leave a demo camping it or maybe a sentry (which would still get zapped).

Not to mention, heavies could drop down behind the enemy team and take out medics.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Oh, and in the first spawn wave there would be about 10 people jumping into that hole at once, because of how TF2 allies push each other when they clip i actually got thrown out of the way by the mass of jumping clipping players and had to attempt another jump down the hole. Just thought i'd mention that too.

Just use a small doorway or remove it.

Edit:

Wasn't a fan of the random billboard that provides cover on the roof area above the point. Made it awefully claustrophobic and force linear movement on players. Was so much more difficult to jump down onto the point from here.
 
Last edited:

Moose

L6: Sharp Member
Nov 4, 2009
312
616
Oh, and in the first spawn wave there would be about 10 people jumping into that hole at once, because of how TF2 allies push each other when they clip i actually got thrown out of the way by the mass of jumping clipping players and had to attempt another jump down the hole. Just thought i'd mention that too.

Just use a small doorway or remove it.

Edit:

Wasn't a fan of the random billboard that provides cover on the roof area above the point. Made it awefully claustrophobic and force linear movement on players. Was so much more difficult to jump down onto the point from here.

I used to have a door in place of that hole, it was really annoying. I'll just have to find a way to keep that dropdown away from the second point more.

As for the billboard, It's there to keep people from shooting/jumping straight on the point. I'll admit it's a bit weird, but I feel like it's a necessary evil.
 
Last edited:

Moose

L6: Sharp Member
Nov 4, 2009
312
616
quick update on some of the detailing I've been doing (while still in alpha :mellow:)

2010-11-23_1651.png


2010-11-23_1652.png


excuse the hammer screenshots, I've got a bit of stuff to do before compiling.

I also raised cp2's cap time by a second.