Iron

Apr 19, 2009
4,460
1,722


Iron(CP)
(cp_iron_a10)

Gametype: Gorge style A/D CP
Players: 2-24 (32 max)
Author: Charles "The Political Gamer" Papanek
E-mail: thepoliticalgamer@gmail.com
Version: Alpha 10
Prefabs used:
TF2 prefab pack
Author: Tim "Youme" Johnson
E-mail: die_stumpfe_klingen@hotmail.co.uk

Ultimate Mapping Resource Pack
Author: A Boojum Snark

Libraries used:

Ultimate Mapping Resource Pack
Author: A Boojum Snark

Displacement Library
Author: Tim "Youme" Johnson
E-mail: die_stumpfe_klingen@hotmail.co.uk

Lighting Library
Author: Ravidge

Environment Gallery
Author: Acegikmo

 
Last edited:

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
didnt Youme plan on doing "cp_iron" as a steel styled map?

Anyhow, from the screens it looks very open. (Screen 2)
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
My bad then, I would've expected a resupply or something in a spawn screenshot :p
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
So the 5th Screenshot is where it's all going to be happening right? Airblast Pyro is going to be fun..
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
I like how all the carts and tracks go into a sheer rockface in picture 4. You would have thought there would be some sort of tunnel.
 

Tinker

aa
Oct 30, 2008
672
334
Looks like it could become a really graphically amazing map, with the cart tracks protruding from the rock faces and all. Looking forward to it.
 

strangemodule

L5: Dapper Member
Sep 10, 2009
223
59
We playtested it last night on the nomnomnom.us server, and there are a few things you should know:

-Tighten up the spaces a bit. They're too wide.
-B is pretty much impossible to capture, and needs more ways to flank.

I look forward to how this comes out though, so keep at it.
 
Apr 19, 2009
4,460
1,722
I just checked the thread over at nomnomnom and posted this in response to the feedback:
The Political Gamer said:
Thanks a ton for the demo, I currently remapping the BLU spawn so it much less of a walk to the points and I am opening up B much more. As of the open space I will toss some props in there to fill it up. I am trying to get a hold of a molder to make a custom cap C but until then the cart will have to do. Speaking of cap C I have almost nailed down a fix for the cap time/HUD bug so that will be in A2 as well. Now on the subject of A2 itself it should be done by Sundayish depending on my how big my homework load is with the mentioned changes. If anyone has any more I would really like to hear them. Thanks again of the demo, its a super big help. :D
Any other changes I should make?
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
Sounds really cool, will play it the first time i see it.

I dont no if this was an accident or what, but on the map description page on this thread you checked payload as one of the gametypes. Unless i am missing something i dont believe that should be checked.
 

Washipato

L3: Member
Jun 22, 2009
149
331
After a solo run around the map, I have some suggestions. These are only my opinions, sorry if Im wrong in any of these (and sorry for my poor english). I played the A4 version, before the release of A5

1- I found the layout very hard to follow. I got lost many times trying to get from point A to B and more times for getting from A or B to C. Maybe if the map is played with other players it will be easier to know where to go. I would suggest adding more signs. I sadly didn't take screens of places where signs could be useful. Working in the signs for red players would be a good start.


2-
cpirona40007.jpg

Instead of having so many lights, you can make this place outdoors. It would also help to guide players around the map, making the surroundings of this point distinctive


3-
cpirona40006.jpg

cpirona40005.jpg

cpirona40000.jpg

Players that fall in this place before a point is capped have no way to escape. The path for red players is blocked, it can be frustraiting to fall there, go to the stairs and find that the door is closed.


4-
cpirona40001.jpg

Some spawns are inside the resupply is regeneration area. The player respawn hearing the resupply sound. This is not a big deal, but I wanted to mention it.


5- One of the points has the entrance for the blue team blocked after another point is capped. This helps the red team to defend it better. I haven't tried the map on multiplayer to see the effects on gameplay, but wouldn't this change help the red team a bit too much? What's the thinking behind of this change?

All around, it looks like a good map, with tons of different paths for classes like spies and scouts. I will give you more thoughts about it after playing the map in multiplayer.
 

dr_digital2

L1: Registered
Apr 23, 2009
28
8
I'm actually mad at you. I figured I'd give you some constructive critisim. So I downloaded the map. Flew through it for awhile, and I didn't find anything! The map has such a solid layout. Its so solid its almost annoying.

My only request is don't screw up the texturing, and adding of the props.
Oh and there was one thing that I was confused about which way does the cart for point C go. It wasn't clear... Wait! thats some critisim for you there. Yay
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
I highly dislike how massive the spawns are, makes it very difficult to set up a teleporter people will use. Especially for blue you should just make that initial room you spawn in be the entire spawn, make the rest of the area enter-able like it is on dustbowl. A 6 second walk to the teleporter entrance is not fun <_<

Other then that I kinda enjoyed C it was an interesting challenge attacking as an engie. Though as it stands...it seems a bit like blue requires an engie with a good teleport to be able to hold the point.