Infiltrate

CP Infiltrate A1

Star Bright

L2: Junior Member
Jan 4, 2016
75
65
cp_infiltrate - Infiltrate a RED base from underneath!

My second full mapping project!

So I had an idea from a while back of an attack / defend map that would have BLU attacking a RED base from underneath because why not. I intend for this map to be a 3cp map, but since I'm still fairly new to mapping and asymmetrical mapping as well, I'd like to get a bit of feedback on the map in its current state without the third control point. I feel satisfied with the first point but because of how "unique" my second point is (look at how high up the damn thing is!), I would like to know if the height variation is too drastic or if it seems all right.

Screenshots!
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sooshey

:3c
aa
Jan 7, 2015
514
410
That second point looks like it would be nearly impossible to attack. I would make it lower to the ground and add some way for blu to approach it at the same level or above. Right now red has all the height advantage and a clear sightline.
 

Star Bright

L2: Junior Member
Jan 4, 2016
75
65
That second point looks like it would be nearly impossible to attack.
That's my main worry right now. I only just added the second route to the side to give BLU some flanking opportunities. Would keeping it in the corner still work if I flattened it down to the ground?
 

sooshey

:3c
aa
Jan 7, 2015
514
410
That's my main worry right now. I only just added the second route to the side to give BLU some flanking opportunities. Would keeping it in the corner still work if I flattened it down to the ground?
Yeah, probably, but i'd leave at least some height so that it's still a challenge. You may need to add a third route eventually, but if you're not sure then see what comes up in a test.
 

Star Bright

L2: Junior Member
Jan 4, 2016
75
65
So after the disaster that was yesterday's imp I think I've learned the importance of flank routes. So now, to that extent, there's now a secondary route that goes through the left side to avoid the Choke of Doom™ ! (Once A is captured)

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Right now the whole flank is kind of open, not sure how good / bad that is yet.
The "sniper room" can also now be used as an alternate flank too, since that seems to cut the pointlessness of that area by a lot.

Other notes:
  • Attempted to texture just a tad so the inside of the cave is no longer hard to look at.
  • Reworked A, gave a slight height boost on the RED side and (hopefully) drastically reduced Sniper sightlines.
  • Probably other stuff I forgot about
My key concerns that I want to know through more testing:
  • There are two spots on the map I marked with a maintenance report decal. I think there might be a bad sightline somewhere in the way back right area near second point but I'm not sure how bad it is yet. If it's bad I want to put another flank that way to allow BLU better flow. I didn't implement it this update because I still want to see how bad the main choke (if it even still ends up being the main choke) is.
  • Is the flank too open? Does it need the blockers before A is capped?
  • Is the one-way door all that necessary? I intend for it to at least be a slight challenge for BLU when pushing in.
  • Does B need work? We never really got to it on offense in the imp for rather obvious reasons.
If anyone plays / has played this map, please let me know if there's anything I can do to improve! (Please don't be like that guy yesterday in the imp who was sending death threats.)

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Aeix

L3: Member
Feb 14, 2016
147
58
Here are some things to point out right away from looking at your screenshots (although I was around for your map on yesterday's imp too).
-you really need to reduce REDs height advantage around B, it's kinda dumb
-ramp in first screenshot is waaaay too steep (ramp gradients really piss me off)
-
hopefully) drastically reduced Sniper sightlines.
Don't worry, if there is a bad sight line in your map, Doom will find it ;)
Also:
Please don't be like that guy yesterday in the imp who was sending death threats
If anyone does this through the forum, and you feel uncomfortable about it, report the message.
 

Star Bright

L2: Junior Member
Jan 4, 2016
75
65
-you really need to reduce REDs height advantage around B, it's kinda dumb
Was thinking about flattening it so it's more in line with the flank to its right. Wanted to see it in a game first.

-ramp in first screenshot is waaaay too steep (ramp gradients really piss me off)
Not sure of a clever way to get up there better... wait nvm just thought of something, I'll make it less shallow probably. The same kind of gradient happens around B and I'm not too sure how to change that one though.
- Don't worry, if there is a bad sight line in your map, Doom will find it ;)
Good. Because if it's bad I'll add that flank I mentioned. Thanks for the notes!
 

Star Bright

L2: Junior Member
Jan 4, 2016
75
65
Getting some updates in before gameday. There were two things from the imp earlier that I want to see tomorrow:

  • Is Spy too hard to play on this map? If so, how can I fix that?
  • Does the RED spawn door really need to close after A is capped? For tomorrow I'm leaving it closed, but it's something I need to consider after removing the one-way door.
As for changes in the update I'm pushing here:
  • Removed / reduced the angle on a lot of ramps. Shouldn't have any 45 degree ones anymore.
  • Reworked the left entrance room a bit to make it less awkward to climb
  • Removed the stupid rock gap that I left after redesigning first yesterday (sorry bout that)
  • Removed the one-way door to allow BLU more options to get into that left area
  • Nobuilded the roof of the shack near BLU spawn
  • Moved B down to reduce the angle of the ramp leading up to it and to allow both teams to be able to assault it a little better (RED especially, retakes seemed a bit impossible)
  • Removed the lightbulb in the cave (thank you psy)

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Star Bright

L2: Junior Member
Jan 4, 2016
75
65
So I finally managed to take this thing into 3cp. Hopefully also with all the changes I made to the second point area it'll actually be possible to cap second without a steamroll. I plan on taking this to imps / gamedays asap, because I really want to know how well / likely poorly it performs with the crazy height advantage RED is getting for the most part. I'll probably end up changing that if it's too bad. Hey, that's what gamedays are for, right?

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