CP Yard

Curtain_Pole

L1: Registered
Aug 4, 2012
42
15
Welcome To The Yard!

General Information
This is a small map supporting up to 24 players with a single central control point that both teams fight for control of. The round ends when one team controls the point.

Due to the relative small size of the map and the high concentration of players within a small area this should in theory make capturing the point a difficult task for both teams. In addition to this, due to the relatively small and open environment the map presents I have considered releasing this map without a control point so the map would become a deathmatch map. However I will only do this based upon feedback given to me about the map [and only after all the bugs and Glitches have been fixed of course!]

To Do List [Condensed Version]

- Complete Blu team building
Including:

-- Respawn doors
-- Texturing brushes
-- Placing props [and other general detail]
-- Implimenting entities [func_respawnroom, func_regenerate etc]

- Texture exterior of Red spawn
- Texture Central Building
- Complete surrounding detail
- Finish skybox
- Clip

Map Information [Build Date: 07/08/1012]
Solids - 523
Faces - 3110
Point Entities - 399
Solid Entities - 15

Feedback and Response
If you have any questions relating to the map then please leave them here. All feedback is appreciated :) . Expect more screenshots as I continue to update the map.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
After reading, I don't think this is a great map, a team might just pop a lucky uber and win the round, Pyros, Heavys, Soldiers and Demomans would dominate and I guess you detailed too much for an alpha. Also try KOTH. Is much harder and funnier. You have to hold the point, not just make a suicide cap to capture it. Unless, obviously, it has Gravel Pit timers multiplied by three. Then it might be fun.
 
Mar 20, 2012
391
806
I'll reserve judgement until I can actually see/play the map, but the screenshots tell me you've gone overboard on the detailing for an alpha. It's going to be really painful to do large layout changes with that much aesthetic work done.

Put it up for a game day once you get it playable.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
I'll reserve judgement until I can actually see/play the map, but the screenshots tell me you've gone overboard on the detailing for an alpha. It's going to be really painful to do large layout changes with that much aesthetic work done.

Put it up for a game day once you get it playable.

I'm just predincting. Altough it seems a good idea if he made the map correctly, I guess with an alpha detailed like that, he's going to have a lot of trouble on the following alphas and such. Maybe gameplay isn't that bad.
 
Mar 20, 2012
391
806
I wasn't referencing your post, Gpuzzle. I just know from experience that a lot of the time, the way you design a map to play doesn't correspond to how it actually plays.

Gameplay is such a hit and miss thing and often it's the little things that count. Having made a lot of layouts for maps (although I've only published 3 maps, I've designed closer to 15), the best layouts often contain a lot of gameplay ideas rather than just one central thing you're going for.

For example, a map will be more fun if you make sure that there's at least 2 + 1/2 routes to any pivotal playing area, or that there's height in play for most major areas (64-192 are good height differences. You can get away with 256 if you make the upper area easy to flank. Anything over 256 can be really difficult to balance. Badwater has a few 384 spots, but they are extremely easy to flank as BLU). Methodical usage of HP/Ammo kits, awareness of offending sight lines and proper design of map scale goes a long way, as well. These are just a few ideas that come into play.

However, if you design your map with just "hey, so I'm going to have this giant death pit around mid and it's going to be super hard to cap," then your feedback will be a lot less helpful and more about how stupid it was to run on a gimmick.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
However, if you design your map with just "hey, so I'm going to have this giant death pit around mid and it's going to be super hard to cap," then your feedback will be a lot less helpful and more about how stupid it was to run on a gimmick.

Isn't that Nucleus?
 

Curtain_Pole

L1: Registered
Aug 4, 2012
42
15
There is a good reason why the maps is so detailed, the red spawn area [seen in screenshots 3 and 5] was the first part of the map that I developed. I initially designed it with the express purpose of seeing weather i could create a realist looking barn-type area that fitted in with the TF2 style.

The same goes for the other highly detailed areas, it was to see if I could actually produce something of reasonable standard as most of my Source SDK work is for HL2. The reason why at this point it is in alpha is because I have yet to complete the blue spawn area and close the map. Once this has been done I will change the map to beta and begin to detail the environment a bit more as well as clipping and all the other tasks.

The plan for the Control point was to have it so that the team had to stand on it for quite a long time for it to fully cap, however in hindsight this seems like a bad ideas due to the way the map opens itself to demos and soldiers to dominate the control point. With a few demos and soldiers on either team raining down from above [which tends to be a major problem on small maps] it will make the game almost unwinnable by either team, which is why it makes sense to have it as a KOTH map.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
You should test this before doing more detailing, you'll probably find out it is not going to play all that well and you get general idea what to change.
 

Krayken

L1: Registered
Aug 6, 2012
44
6
Thats the plan

So why did you detail so much? That looks like beta- if you want to do detailing in alpha at most do props and textures, nothing too much (ie brushes JUST for detail)

With that said I am a terrible hippocrit
 

Curtain_Pole

L1: Registered
Aug 4, 2012
42
15
So why did you detail so much? That looks like beta- if you want to do detailing in alpha at most do props and textures, nothing too much (ie brushes JUST for detail)

With that said I am a terrible hippocrit

As I explained in a previous post why I detailed so much

There is a good reason why the maps is so detailed, the red spawn area [seen in screenshots 3 and 5] was the first part of the map that I developed. I initially designed it with the express purpose of seeing weather i could create a realist looking barn-type area that fitted in with the TF2 style.

I just the developed the rest of the map around this