Boundary Bay

SPHinx

L2: Junior Member
Aug 29, 2009
81
24
Your standard symmetric control point game type.

BLU and RED are fighting for control of a shipping terminal in Boundary Bay, British Columbia.

This map is a part of the TF2 World Server Rotation Project.

Beta 1 release! Comments, criticisms, and suggestions are all very welcome!

Thanks to:
- A Boojum Snark for his mapping resource pack
- Nineaxis for his guide to overlays.
- FreeLance_Fox for the helpful comments and suggestions.
- Tinker for the name.
- Boylee for his Mann Co. container
- The play-testers from Dec. 2nd's gameday for their encouraging and helpful feedback.
 
Last edited:

Botervloot

L1: Registered
Feb 28, 2009
21
2
Layout looks interesting. Maybe a bit busy, because you can take all these different paths, but then agian, it's symetrical, so it isn't too much.

Work on the 'style'.
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
The 2nd pictures CP looks really open. Just a little more cover because it's a small space.

I also love that bridge ^^
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Very interested! I just ran through it and found there to be a few inherent problems, however, that you should really address before proceeding. Also I have a few small fixes.

1: The whole map feels HUGE. Even as a scout, the sheer scale of the middle area and the last area, plus the length of some of the hallways, is just too much! If you were to simplify the pathways and remove some of the areas between the CPs, I think that would do a lot to reduce this length. Furthermore, it would let the gameplay be a lot more linear. As it is, you even have a tunnel that goes all the way around 2nd (the long one from the 1st yard to the yard by mid). Those types of things don't work in TF2, they'll just dilute the gameplay.
2: 2nd is nice but the height-differences plus the railings is too much. I like idea of the lower and upper entrances but as it is, the lower one is a death trap.
3: On mid, I find the bridge CP to be very limiting. It's a cool idea, but add maybe one more way up for each side? Also, make the cap zone larger than the base of the CP, please. As it is, I assumed that the caution tape on the edge of the bridge meant that the whole thing was the trigger, but it's not! Finally, the crux of the V where the support things meet (even in height to the CP platform) is a spot where one can get stuck.

Good luck, I like the theme so far!

-FoX
 

Martham112

L2: Junior Member
May 6, 2009
85
16
I know it may seem a bit silly for me saying this. But the reason the name is what it is, is due to the TF2 World Project in his post. Since his map is set on the dot that is positioned over the Tsawwassen area of Canada, that's why his has that name. Same with my map, Vladivostok
 

Tinker

aa
Oct 30, 2008
672
334
Vladivostok, however, is a name everyone recognizes and knows already. In the OP's case, I'd go for "cp_boundary", with the full name CP Boundary Bay, as that is what's connected to Tsawwassen, but is an easier name to remember.
 
Feb 14, 2008
1,051
931
Ts-was-waagaaden-what?

Server owners would also need to remember how to spell it (if they used rcon, which... isn't that common).
 

SPHinx

L2: Junior Member
Aug 29, 2009
81
24
Alpha 2

Yeah! New release.

I do have a couple of questions about updating my thread here. Is there a way to change the name of the thread to reflect the change in map name? Also, how do I remove the old screenshots?
 

purequaternion

L3: Member
May 19, 2009
101
64
Side note: the title reminded me of Botany Bay (see Star Trek TOS and Star Trek II: The Wrath of Khan). :)
 

v3locity

L1: Registered
Nov 24, 2009
10
5
Had the chance to play this in the gameday today. I really enjoyed the middle point, it gives a lot of different ways to get there and when you do get there there are a lot of different heights that you can choose to fight from especially if you stick up on the crates that border the surrounding areas and just spam downward at the point.

One thing that I would request though is working on the route to mid, it's fine if you're just running but if you're like me and you need to get to mid asap with relatively high health so you can fight straight off the bat, it's pretty awkward. I think it would be pretty easy to fix by moving/adding some healthpacks to encourage certain routes. If you requested the stv demos from the gameday then you should be able to watch me (didn't see anyone else doing it but I might have missed it) at the beginning of the rounds to see what routes I took and maybe go from there. I had a really good route going for the last couple rounds, just needed some healthpacks and it would've been great.
 
Feb 17, 2009
1,165
376
cp_boundary_bay_a30002.jpg

cp_boundary_bay_a30001.jpg

There are many places where i can camp, standing on top of the highest crates.
 

SPHinx

L2: Junior Member
Aug 29, 2009
81
24
There are many places where i can camp, standing on top of the highest crates.

This is by design. The high ground is supposed to be critical to controlling the final point.

That said, it may be *too* critical. In the first play test it seemed OK to me. Yesterdays it was hard to tell. There was never really any good fights by the final point. :bored:
 

Martham112

L2: Junior Member
May 6, 2009
85
16
I think that's because the final point may be a little too easy to cap. I'm not sure of a good way to change that though.

Moving the foward spawns back will help a lot, and maybe try and put some good sentry positions in? I'm not sure really.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I quite liked this overall, but I think the scale is generally a little too large, especially vertically. Your staircases shouldn't be so steep either.