Power

Drexen

L2: Junior Member
Dec 16, 2008
87
15
CP Power

Author: Andrew 'Drexen' Warrender

Version: Final

File Size: 20.4MB

This is my gravelpit type 3 cp attack/defend map for the ozfortress 'So you think you can map '09' competition.

http://www.ozfortress.com/showthread.php?t=34279


Final version has been released.

Download link

Final version: http://tf2newbs.com/newbs_upload_vault/cp_power_1.zip

This map started out really badly. Getting the gameplay to work well for less people per team was very hard. I started off with there being no defined pathways to the capture points and people found it very hard to find some of the points.

When I released alpha 4 i did a total re-jig of the maps layout to hopefuly make the gameplay better. The basic layout was good but the capture points themselves were sometimes too hard to defend or too hard to capture.

After about a month, I had started detailing and i released alpha 5. All the versions that followed were just more detailing and fine tuning of the gameplay and before long i had released beta 1.

There wasn't much change between beta 1 and the final, only some moving around of health/ammo packs and more detailing.

Overall I have learned a lot from this competition, getting the gameplay good was definetly the hardest part but definetly this competition was a lot of fun.


Thanks again.
 
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Drexen

L2: Junior Member
Dec 16, 2008
87
15
I have already had 2 tests prior to creating this thread, and it seemed to be good for gameplay so far. I hope to have this map up for testing on the gamedays soon.
 

lana

Currently On: ?????
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Sep 28, 2009
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It is pretty open. The BLU spawn also appears to dump out in only one point, making it easy to set up a sentry and stop the offense.
 

Drexen

L2: Junior Member
Dec 16, 2008
87
15
Also Nerdboy and absurdistof, please don't comment on the map so quick with what I should change, when you haven't even played the map yet :).

Thanks
 

lana

Currently On: ?????
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Sep 28, 2009
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Here are a few of my ideas:

addthese.jpg

Red = At the start, BLU is trapped in their spawn and funneled into a death trap. Add these corridors so that they can get out alive.
Green = Additionally, a few walls or barriers here to give players some cover.
Blue = Near to the end, when the pressure is on C, RED is forced into the point (I assume.) These corridors will allow them to flank BLU.
Brown = Like Green, but for RED's spawn.
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
Looks too open and abit too small for a 3 control point attack/defend map. Maps like Gravel Pit are huge - each control point needs its own large area for combat etc. I would say add more routes from spawns to points and make the overall areas around the CPs slightly bigger.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
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Looks too open and abit too small for a 3 control point attack/defend map. Maps like Gravel Pit are huge - each control point needs its own large area for combat etc. I would say add more routes from spawns to points and make the overall areas around the CPs slightly bigger.

Well he said it was for competitive play so this makes sense.

I was gonna say this is open yet there is sufficient cover to even things out for most classes. It looks fun for pyro which is always a plus as this is often an ignored class in terms of layout design.

One concern is that it looks incredibly scout friendly. Scouts are a favoured class in comp play, but things may tip in favour of the scouts in most combat situations. Especially with the control points being so close to each other.
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
the roof supports in screenshot 2: how did you make these, unless they're a stock prop (then im an idiot)
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
the roof supports in screenshot 2: how did you make these, unless they're a stock prop (then im an idiot)

They're a stock prop. I think in the Trainyard folder.
 

Drexen

L2: Junior Member
Dec 16, 2008
87
15
Well he said it was for competitive play so this makes sense.

This map is not for competitive play, this is a competition map, for the ozfortress 'so you think you can map '09' competition.
 

Drexen

L2: Junior Member
Dec 16, 2008
87
15
Open maps =/= bad maps, if you do it right

I will be changing the map a bit to have the combat concentrated more around attacking and defending the caps. I do think that the map is a bit too open and yes, when i was having the 2 tests i did notice that pyros and scouts were quite annoying sometimes because they were very overpowered.

Thanks to everyone so far for the comments.:)
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
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The spawn doors should be moved up so that teams can get out without getting mowed down. I'd also recommend changing the tunnels at B so that snipers can't shoot straight through them, and fixing up the respawn times so that they're similar. B was never captured during gameday.
 

Drexen

L2: Junior Member
Dec 16, 2008
87
15
Alpha 3 is out!

And "EDIT: up for fridays Gameday!"
 
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Drexen

L2: Junior Member
Dec 16, 2008
87
15
Here is my idea for the change in gameplay for alpha 4

a4overviewplan2.jpg


Hopefuly it will solve the problem.


Edit: I'm still working on point B
 
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