Corrode

PL Corrode RC2

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Jan 20, 2010
1,317
902
That'll do, Pig. That'll do.

lDlzI.jpg
 
Jan 20, 2010
1,317
902
CorrodeLogo.png

Version: A3b

Corrode Screenshots
Corrode Changelog

Link to Map Download (BZ2)

CHANGES:

20110225-pl_corrode_a30001.jpg

Added a hole into the silo closest to bluespawn near CP 1
Added a ramp onto said hole on blue's spawn side.
Added a ramp/barrier in front of bluespawn replacing hydro barrier.

20110225-pl_corrode_a30003.jpg

Added walls by red's first spawn door and extended the walkway above it.


20110225-pl_corrode_a30004.jpg

Readded the first vent exit by CP 2.

20110225-pl_corrode_a30005.jpg

Closed up quite a bit around CP 3.
-Made earlier scaffolding high-ground a solid block.

20110225-pl_corrode_a30007.jpg

-The lower dropdown area under CP 3 is now closed off as a one way drop down to the ramp up.

20110225-pl_corrode_a30009.jpg

Added a doorway from the highground around CP 3 into highground on CP 4.
Said highground around CP 4 is more connected and easier used for flanking or defending.

20110225-pl_corrode_a30014.jpg

CP 4 is closed off quite a bit more and far less open making for more of an "arena" around the final point.

20110225-pl_corrode_a30013.jpg

Added a platform near the ramp around the deathpit to allow players to exit the ramp, making it less of a deathtrap.

Have attempted to optimize the area around CP 4 a bit. Should help the FPS, but only testing will tell.


LOTS of thanks to Boylee and Nutt for their specific and helpful feedback as well as everyone who has playtested it. :D
 
Last edited:

RagnarHomsar

L2: Junior Member
Aug 22, 2010
59
19
hl2%202011-02-26%2015-59-39-41.png

Just something I found while giving A3B a quick runthrough. BLU logo under these stairs. Didn't find anything else and I haven't been able to test it with other players.

Oh and fix the broken spawn point that I mentioned in the chat.

(Also is the old spawn room still neccessary? It's sealed off but I can still get there with noclip.)
 
Last edited:
Jan 20, 2010
1,317
902
Yeah, the old spawn room is going to become a detail area eventually. I just need to turn it around and add a window. Just leaving it there for future use.

And I could've sworn I fixed that floor logo. :|
 
Jan 20, 2010
1,317
902
Not going to do a big release with A4. Lots of changes around CP 4, but not enough to make a big hairy deal about it.

Download Link.
Change Log.

Changes:

20110227-pl_corrode_a40002.jpg

Made the platform to the side of CP 1 stick out more.

20110227-pl_corrode_a40003.jpg

Moved the ramp before CP 3 closer to CP3.

20110227-pl_corrode_a40010.jpg

Opened the doors on the lower section of CP 3.

20110227-pl_corrode_a40004.jpg

20110227-pl_corrode_a40006.jpg

Moved Red's final spawn down, moving the exit doors.
Added stairs from the platform off the spiral to the higher ground above CP 3 and 4.

20110227-pl_corrode_a40007.jpg

Reworked the area where the track curves around a wall before CP 4.

20110227-pl_corrode_a40006.jpg

Reworked the lower area below red's final spawn.

20110227-pl_corrode_a40009.jpg

Added a thin, long platform over the deathpit with a healthpack (pure evil.)

Removed the speed modifier on the curved ramp around the deathpit.
Added a few signs.
 
Jan 20, 2010
1,317
902
Here is A4a.

http://dl.dropbox.com/u/4222914/TF2Maps/Corrode/A4/pl_corrode_a4a.bsp.bz2

Changes:

Made it so the door separating red's forward spawns is open before CP 1 is capped. Closes after CP 1 is capped.
Made the setup door between CP 3 and CP 4 one-way before CP 3 is capped, and open permanently once CP 3 is capped.
Fixed the rollback zone before CP 3 not showing in the HUD. Should display properly now.
Moved a bunch of health and ammo packs around, changing the size of some.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Looks like good changes.

That platform you extended near CP1 -- I still don't think anyone will use it. It's only going to be useful if BLU throws a sentry in that broken silo, but a pyro can take that out very easily anyway, making that platform redundant. I don't think it has much of a useful vantage on anything, either. By the time the BLU team is within range of snipers or soldiers on that platform, BLU can also just run up the stairs behind it without consequence.
 
Jan 20, 2010
1,317
902
Looks like good changes.

That platform you extended near CP1 -- I still don't think anyone will use it. It's only going to be useful if BLU throws a sentry in that broken silo, but a pyro can take that out very easily anyway, making that platform redundant. I don't think it has much of a useful vantage on anything, either. By the time the BLU team is within range of snipers or soldiers on that platform, BLU can also just run up the stairs behind it without consequence.

It's been used a few times in playtest for various things. I've seen it used as a sentry spot for red to cover CP 1 and the hole in the silo with a wrangler. Also can be used for scouts to jump from the silo, to the rock, and onto the platform (same with soldiers and demos, minus the rock.)

Nonetheless, I'll see if I can continue to make it more useful. I was thinking about making a platform/catwalk that extends to the right over CP 1 from there. Not sure if that's a good idea, though.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Actually, a somewhat broken catwalk towards the broken silo would be a great scout jump section, though perhaps too good for enterprising players.
 
Jan 20, 2010
1,317
902
Actually, a somewhat broken catwalk towards the broken silo would be a great scout jump section, though perhaps too good for enterprising players.

Well, scouts can already get from the silo to the platform as it is anyway. Adding that seems redundant and makes it too easy anyway.