Soledad

sohcahtoa

L2: Junior Member
Aug 13, 2009
52
3
Hello and this is my first public map ever for tf2,
CP-Soledad

A 4-cp linier point game set in a gravelpit-metal theme, i hope to use contrasts of hight and space to create an interesting and most importantly fun tf2 map.


No backstory, you can make one up lol, but red and blue are basically facing each other off at each end of a canyon. As the game progress from tight intense meele combat at the start to a grand arena of sorts for the final showdown and the final cap.

Blue must cap the first point in a tight conflict before having branching objectives for the next 2 open caps. One they have been taken the final point become open. as you can virtually see all of the final caps, this makes noting certain and the balance keep shifting

This is still in progress and not yet ready for gametesting(shock, not yet playtested) and so noting at all is final, like the layout and definitely the detailing, which is sorely lacking

Note that the light is ugly and simply put to cast away its evil brother, and you can build in spawns, and it is probably possible to jump outta the map. It does technically work, but is probably horribly unbalanced, well thats what game days are for

Have fun, and please any helpful feedback would be greatly appreciated
 
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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Pretty good thus far. Let's see how it plays.
 

sohcahtoa

L2: Junior Member
Aug 13, 2009
52
3
updated, with some fairly major changes in both layout and style for the few who saw the last.
can't wait to have its first test when game days resume (on Monday i presume?)
 
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sohcahtoa

L2: Junior Member
Aug 13, 2009
52
3
fixed typos and objective

the map is compiled in fast with all, as i can't get my map compiles on full without a long wait (despite optimisation) so may not look at its best and is a bit laggy.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
I like how it reminds me of badwater,gravlepit and dustbowl's styles combined :)
From what i can see it looks great.
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
It looks really nice but i'm concerned that the control points are far too close together. You can see other points from some of them, and that means either Red will lock it down way too easily or Blue will steamroll as soon as they break through the first line of defence
 

sohcahtoa

L2: Junior Member
Aug 13, 2009
52
3
i think that is a valid point. however, i think there are enough nooks and crannies for sentries and defensive positions to make it harder than just a steam role, however, time will tell, and of course it hasn't yet been play tested, which may prove me wrong.
have a run about to see what ya tink
 

sohcahtoa

L2: Junior Member
Aug 13, 2009
52
3
lots of new pics, due to major changes in layout. can't wait till gameday

it has no health yet, and some more minor issues, but i hope to have it on gameday next week. Please tell me whatya tink.
 
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sohcahtoa

L2: Junior Member
Aug 13, 2009
52
3
oh yea, finally its done(at least, its playable)
health is now placed strategical places, and time is sorted.
still some minor bugs but no gamehalting shit.
any comments appreciated.
 
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Ida

deer
aa
Jan 6, 2008
2,289
1,372
Need playerclips here. D:

There are no clips whatsoever, it seems. I could get above the map, outside the map and below the map, sometimes accidentally. Doing this also showed that you should put nodraw textures on faces that aren't shown to players to improve performance.

Also remember to clip the top of buildings so that you can't do epic Demoman jumps over them. As awesome as that is, it's rather ridiculous to fly that far.

Some other areas simply don't make sense. For example, there was a healthkit behind some support beams, and the lower area of D is a trap. You can't get out.

Needs a bit more polish for the next release.