Overdust

RogerMasters

L2: Junior Member
Dec 15, 2008
61
8
The map cp_overdust orients to the gameplay style/capture point method of cp_Gravelpit. regarding the maptheme i tried to conform to the typical tf2 standard look.
I need help for all for the to improve this map :blushing:
Suggestions are appreciated .
Thx...:p
 
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DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
those screenshots look really nice.

Possibly some more screenshots and a description?
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
Wow, this map looks really nice - looks very similar to Valve quality so far, keep up the good work! :D

A description and a few more screenshots would be nice. :)
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Looks good. The first three screenshots hint to me that places can be rocket-jumped up to, especially the framework above Cap-C.

If those places are actually not accessible, then there needs to be some sort of consitent visual cue to warn players against it.

  • The cliff of ground the bridge meets in the Cap-C picture looks a little sharp.
  • May want to add a fence to the edge of the flat rooftop above BLU spawn in the third picture.
 
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RogerMasters

L2: Junior Member
Dec 15, 2008
61
8
I need test the map in server for gameplay...
:p
In beta2 i modification :
-the tunnel to point "A" for "B" , reason: very narrow :blushing:
-Skybox

Accepted assistance for improvements :)
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
The main problem with this map is the lack of routes to the points and the fact that some routes are just too narrow.

Point B's side route that goes around back, for example, should be expanded or at least widened, because imo its already a fairly advantageous defensive position that the attackers have a hard enough time breaking into it. The other side of B seems fine.

Point A could definitely use some kind of help for the attackers, either some side route that allows them to gain access to that high ground area behind the capture point sign in the second picture might help a lot. Right now it seems to closed off to make it a contest.

The last point also seems geared heavily in defense's favor. The vent access behind into the little ravine area doesn't seem to do much because the vertical advantage of the defending team generally outweighs any push from that area. I would suggest perhaps some battlements on that building that face the bridge so that offense can contest the bridge without necessarily having LOS to the last point might help, and would offer more routes for scouts/soldiers/demos.

Other than the choke point issues, the map looks really good, but it just seems to delineate to a spam fest when it comes to the choke points, which is something gravel pit can avoid pretty well by having multiple angles of attack for each point.

Also, I'm unsure, but can you jump on the roof at point b? I never bothered to try but didn't see anyone during our gameplay. If not, you might want to consider making it possible, as things like that tend to make for good battle areas.

Hope this helps.
 

RogerMasters

L2: Junior Member
Dec 15, 2008
61
8
New beta 2

Point B:

cpoverdustb20009.jpg

cpoverdustb20000.jpg



Tunnel of linking for A and the B:

cpoverdustb20006.jpg

cpoverdustb20005.jpg

cpoverdustb20010.jpg



Point A ,changes of size :

cpoverdustb20004.jpg

cpoverdustb20003.jpg


Respaw Blue:

cpoverdustb20002.jpg

cpoverdustb20001.jpg


Tunnel, B for the C :

cpoverdustb20007.jpg


Point C :

cpoverdustb20008.jpg
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Those supports, in the last screenshot, cut straight through the roof. I recommend that you fix that somehow. The concrete pipes in the ninth shot are very shiny, as is the gate in the eighth. The floodlights outside appear to be on, which makes no sense considering it's light out. In the fourth screenshot, the sign is rotated but the overlays are not.

EDIT:

And the crate in the first screenshot has been balanced improperly.