CP Rockwell

Mister_L

L1: Registered
Jan 23, 2011
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This map is not the first one I've made, but (hopefully) will be my first finished map ;). At the moment the map is not even at Alpha level, but since there's a "Planning" category, I hope it's okay to post right away (that, and I want to "reserve" the name, if that's okay too).

Alright, CP_Rockwell! A 5CP map set in the middle of a forest, where RED and BLU are fighting for a lumberyard located between their bases and, why not, the other team's base as well. My original idea was to make a CTF map with the Alpine theme, but I changed to a CP map when I read about the (A)SymmetryCP Contest. And while I will NOT be able to finish it in time for the contest, I will conclude this project.

To close this post, a fun fact: the reason I named this map "Rockwell" is both because of Norman Rockwell, one of the artist that inspired the TF2 art style, and because of the fictious Rockwell town (also named after Mr. Rockwell). Thankfully, all my searches showed that no map uses the name yet, so... :laugh:
 

Mister_L

L1: Registered
Jan 23, 2011
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Well, you should start off by adding some lights. Fullbright is not a good way to start off a map :p

Indeed :rolleyes:
I'm only texturing walls, ceiling and floor with different texture so I can walk around, but I'm aware that's not enough for any map. When I release an alpha version, I will put some lights on it, no worries about that.
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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Putting four full pickups near a point, especially a 5CP mid and last, is a bad idea. This detracts attention from the CP and is usually overkill. Spread out the pickups over a larger area by using smalls and mediums.

Your 2nd and last seem very open, I'm not sure how they'll play; that plus the last looks strangely like Badlands' last ;)
 

LeSwordfish

semi-trained quasi-professional
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Aug 8, 2010
4,102
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Putting four full pickups near a point, especially a 5CP mid and last, is a bad idea.

Four fulls is a lot for a whole map. Generally pickups get larger/denser the further from a key fighting area, so injured players have to retreat for health, making injuring players and forcing them to retreat a viable strategy. Compare badlands mid: with no health and two small ammo, to the side rooms on badwater, with several health packs. Even at a tiny scale, look at thundermountains first point where snipers must rereat inside for healz.
 
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Mister_L

L1: Registered
Jan 23, 2011
10
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First of all, thanks for the feedback, guys. :)

@Seba and LeSwordfish:

Oops, forgot to remove those full pickups for the images. Really, they were just for me testing building and stickie/rocket jumps on the central area. But thanks for noticing that, they WILL be moved and replaced by smaller pickups.

@Seba and discobandit:

Between the mid and 2nd point, I'll place a building dividing the areas (like the scenario around Granary's mid point). Also, the blue wall on the 2nd point extends behind it, so it won't be as open as is now. Additionally, I'll move the points further away from each other, both to give the above building the needed space, and avoid a steamroll-prone map.

And about the final point: I admit it looks a lot like Badlands' final (and a bit like Well's final too - see the circular walkway and the stairs to the point?). But the problem is that I haven't found a better design to that room yet. But note taken, I'll try to be more creative on that area ;).