Salty

CP Salty a1b

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
A 5 cp map, mainly aimed at competitive audiences.

It features some pretty alternative points, various open chokes and clear connectors in order to speed up gameplay and a layout primary inspired by Gullywash and Convolve.

Saltflake taxture by Void
 
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Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
Your salt piles are a little funky though.

They are a bit funky to move around and fight on too, so I might remake the 2nd cp later on.

Wow, a lot of work to pop out all of a sudden! Have you gotten this tested elsewhere?

Nah not yet. I'm planning to test the first few versions here, to see if it's any good, and then I will probably make some threads on teamfortress.tv, ETF2L and UGC forums.


Is that first screenshot mid?

Yep. It's a bit like the tunnel from Upward, where the point is underground, while you use the surface as a flank route.


Lovely ! ...but a little small ?

It's a bit smaller than your usual 5cp map in order to decrease travelling time between the points, but it will hopefully not feel too cramped or spammy.
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
So i had a quick glance at the demo for version A1b. It seems like there is a good dynamic between mid and 2nd, since these points changed ownership frequently.

Last and the connecter between 2nd and last however, wasn't good at all. It seemed like it was way too hard to get on the point, especially since there were no way to get from the highground to the last point easily. Furthermore, the defenders spawn were way too close to the point, making it too easy to spam the attackers.

So with A2 the focus will be to fix the connecter and last point. Perhaps even remaking them.
 
Mar 23, 2010
1,872
1,696
map is really good. good job.
 
Mar 23, 2010
1,872
1,696
what happened with this map? i demand this map come back.
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
what happened with this map? i demand this map come back.

What happened was that I really wasn't happy with the lobby and last point at all, so I decided on remaking them completely. I have been working on it ever since.

Anyway here are the possible last point designs:
a070FIZ.jpg

423welr.jpg

R3CDuP2.jpg


Inspired by this
 

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
What happened was that I really wasn't happy with the lobby and last point at all, so I decided on remaking them completely. I have been working on it ever since.

Anyway here are the possible last point designs:
a070FIZ.jpg

423welr.jpg

R3CDuP2.jpg


Inspired by this

That is awesome looking.
Hoping to get to see how it plays.
 

Tinker

aa
Oct 30, 2008
672
334
From the HH test night:

People seemed to enjoy this map a lot, with its offbeat cap points - especially mid and second were very fun to fight on. The issues mostly seemed to come with last (it might have been the teams at least partially though): it seems incredibly tough to push out of last, as you're either up against a lobby that's easily held down, or a long left route that give you a very low position, or an insanely exit to the top of the point itself. That left route could be made a lot more obvious for the defending team, too, because the edges of the map make it seem like that's all there is. There's a small dropdown between the two big silos (next to the house you can go in on the left of last) which is neat, but it has a strange little pillar there for no real reason, which should really not be there.

Anyway, it was a lot of fun and looking forward to future updates.
 
Mar 23, 2010
1,872
1,696
i demand the salt returns
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
I really like that first design proposition for last.