Petrol

CP Petrol a18

Mar 23, 2010
1,872
1,696
we played this because we were bored one day and we were all like yeah they should finish this
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
Do what Slunchy suggested in chat: make Petrol a Community Artpass Contest map.

DO WANT.

I can never have enough chances to miss deadlines and embarrass myself.
 

Doctor Paprika

L4: Comfortable Member
Apr 24, 2011
150
53
Do it.

My own maps never even make it to alpha, so I'd like to finally give detailing a shot.
 
Last edited:

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
It would be cool but at the same time THE MAP SUCKS AUUUUUGH WHY WILL NO ONE REALISE THAT AUUUGGH
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
The map only sucks because it is not detailed. HINT HINT HINT.

No, the gameplay is utter blauuuurrrghhhh in my eyes D:

I'll do something about this.
 
Last edited:

Regularjoe

L1: Registered
Mar 30, 2011
9
1
I've had fun every time I've played on petrol.
It feels unlike other TF2 maps.

Is there anything in specific you plan to address?
 

tyler

aa
Sep 11, 2013
5,102
4,621
I really like how D is right now. I think you nailed D.

B has become a great point. I'm not sure what you'd fix at this... point. Stage. Junction. Fuck.
 
Last edited by a moderator:

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
I also really like A at this point stage junction fuck. Good balance for a 1st CP.

C could probably use a little work. It's been strangely hard to defend most of the times I've played, with the exception of having soldiers hold that upper ledge. The positioning also makes it feel strange, like it's not a "real" point. The other points are all in open, raised areas, and C is ... down low on a corner.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
This brings up a question I've been wondering for a while now: Is there some way to collect stats on what points BLU had managed to capture before time ran out, when they lose? I know the Feedback system keeps track of win/loss/stalemate percentages, but it would be helpful to know, out of the X times RED wins, how many times BLU has only gotten as far as A, B, C, or none at all. Since the basic idea (in theory) is for each point to be progressively harder to cap than the last.