demolition

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
A control point map for Valve's class-based multiplayer-shooter Team Fortress 2. This map is aimed both at competetive and casual players, offering thrilling gameplay and interesting visuals.

As secret information has revealed, the opposing team has a nuclear rocket stationed in a small base in the desert. Your mission is to take control over the base, and prevent them from launching.
 
Last edited:

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
You will definately have to change the name since there is already a map with this name. :) ( http://forums.tf2maps.net/downloads.php?do=file&id=974 )

Aside that the map seems very big and open, so I suppose there will be a very long walk for heavies and the map will probably be owned by snipers and scouts only. (It looks like it is very open, maybe it isn't?)
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
Damn, I searched for the name, but only in the Map Database, not in the downloads. I will think of another name ;)

There are not really much open areas I think, only between cap 2 and three it's more open, but you can take another way there, so I don't think it's too good for snipers.

The walking ways are not so long I think, as there's a shortcut from first spawn to the middle, but maybe the way from the second spawn could be too long. But I will wait for the playtest here.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
cpdemolitiona10006.jpg


Again, the slider wheel thing is floating. You might also consider moving the EXIT sign halfway into the wall.
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
Thanks, I fixed that.

But at the moment i'm mainly making the whole map smaller, i hope this wont take too long.
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
Updated to a3.

Changelog and new pictures will be following soon.

€: Updated to a3a because of a bug with the control point index numbers, pretty sure there arent any bugs left this time.
 
Last edited:

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
Thanks for the hint, however this is not so bad in this stage, im only doing the layout yet, details will be done as soon as i know that the gameplay is quite good, and overlapping brushes are a detail thing for me.

(Sorry for the late answer, was on holiday)
 
Feb 17, 2009
1,165
376
The map should be a bit smaller, it was a bit too big. But keep working on it ;)
 

Caliostro

L6: Sharp Member
Jul 6, 2009
261
110
Map feels too big. On further examination it's not because it IS too big, but because it's mostly encompassed of long linear corridors which focus the user's attention on their length.

Generally speaking, and while it's good to have BOTH, it's better to have more "rooms" than hallways. Room give more freedom of movement, feel less claustrophobic, and take your focus from their length and into their general area. Look at Valve maps. Almost all corridors are fairly wide and short.

On top of that, point two is ridiculously close to point 1, moving it a bit, within the same area, wouldn't hurt IMO.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
The first CP could do with some better layout design choices. It's bland, boring and only ever gets attacked by soldiers and demo's rocket jumping too and from the battlements (as this is a heated zone). But this can be resolved by appropriate use of relavent props to add cover. But at the moment it's a cliché looking final point that looks uninteresting and insignificant (Why are RED/BLU attacking this place?).

Second CP needs to be made more open. it's like a cross between Balands 2nd CP and the orange_x central tower (which is bad). Make it bigger in construction (Like Gravelpit) but not so big that it's a chore to attack/get onto. Place it further from the battlements, right now it looks like you can jump onto it as a normal class when you can't; you just fall short.

There was a displacement ditch i kept getting stuck in infront of the tower.. you'll probably want to sort that out.
cp_demolition_a60000.jpg


Also, i don't know whether it was a bug, or my graphics card not rendering a pyro (it does this rarely, invisible players ftw) but it was like i kept getting airblasted from under the second CP.

Central point is alright i guess. Will probably look a lot nicer with more detail. But you seriously need to redesign your final cp's and the "bases" they reside in. Open up the area around the second CP and move it slightly away from the base.

edit:
demo1.jpg

demo2.jpg


Something like that would be enough/appropriate. Then you can include cover as you deem necassery.
 
Last edited:

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
Yeah, i already completely changed the second cp, its a bit similar to yours.

For the last cp, i will probably move the front entry nearer to the point.

I will fix the displacements immediately.

For your second pic, i will think about that.

Thanks for the lot of feedback :)
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
New version is out. Please tell me, what you think of the changes, especially the new layout of the second point. I will be in the saturday playtesting with this (if i get in).