Spillway

Aug 23, 2008
404
380
Last point is looking amazing. As far as when you go to consolidate the visuals, the blue comp texture on the last point for red should be brown. Thats the valve convention anyway; they use that brown texture throughout the final red point of hydro (especially on those pillars) and since your working primarily with that visual style it should work fine. It doesn't really matter if it doesn't look like metal, as the actual pillar itself will make it into a metal rather than the texture, and one could imagine someone painting it a solid brown to manage wear and tear.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
CP_SPILLWAY_A13

DOWNLOAD http://forums.tf2maps.net/downloads.php?do=file&id=2930

CHANGELIST
1: HUGE changes to last! It's ENTIRELY new, totally epic, and it plays 200% times better. It's an indoor area with a waterfall emptying into the Spillway basin, skylights, spytech theme, and it is overall much bigger. The pathways to last got revamped and widened as well.
2: Minor change to the ramp at middle, leading to the walkway into yard. Replaced the rock/lamp combo that allowed jumps with a small platform and a rock, much like what was in a8.
3: Revamped the stairway room/stairhouse at 2-3, making it a larger room with a wider ramp and better sightlines for attacking teams. Widened door.
4: Many minor changes including changing/fixing the last CP spawn times to 10 attackers/7 defenders.
5: Added a dip in the floor to the lower right path to the last CP.

NOTE versions a12 and a12a were released for limited testing but now that a13 is out, every major error has been fixed and everything works 100%. With that said, I would REALLY like some testing. I'll be pursuing as much competitive feedback as possible in order to refine the geometry before entering beta, hopefully over xmas break.

FEEDBACK ---> http://forums.tf2maps.net/showthread.php?t=7535

NOTE screenshots are still old, will be updated tonight?
 
Last edited:

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Good ideas Flame. I'm thinking that some sort of hoodoo/thing on the CP would be nice, and could replace the half-wall I have there now.

At the moment that wall is there to allow cappers to have cover from the ramp area, thus giving a reason to attack from the balcony. Really though it could be done away with if I came up with a clever enough design.

Explain why the change to the upper level house should be made? Right now it's mostly for sight lines.

I'm hesitant to narrow that choke but I can see where it being so wide is a problem for teams trying to hold the yard. :( I guess I can try it, I'll show you it when it's done.

The half wall in the yard is meant to break up the extremely long sight line from the ramp to the mouth of the tunnel. It also adds the possibility of a sentry in that corner of yard and adds an interesting scout jump, you're right. Are you saying it's bad?

As for adding a way for medics to pass (or every class, that is) I don't see why not. It would improve the flow by allowing people to more easily hold the walkway from the right side (attacking from mid). The walkway is intended to be the most important feature of yard but right now it's underused to the max.

I'm also hesitant to narrow the tunnels because even as they are now teams can get bottle-necked very easily by pyros, heavies, even spies. I like having that area with enough room for a side-to-side battle but not enough to encourage camping, making it more of a safe through-way.

>:3
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Pics updated in 1st post.

Planned Changelist for a14:
1: Narrow perpendicular or "side" entrances to mid, making them less of a threat but keeping them as a possible flanking route.
2: Adjustments to yard health: Replace medium ammo with medium health, small health in stairhouse with medium ammo, remove small health/ammo on the other side of yard, place small ammo on walkway.
3: Add a plank or path of some sort from the ramp to the walkway at yard.
4: Adjust 2nd to have an additional hoodoo or higher platform, remove/move the current cover.
5: Fix the capture zones at middle and 2nd, so that people cannot capture from on the top of surrounding objects but scouts will not stop capping when double-jumping.
6: Move health around at 1-2: Move the medium health/ammo at lower entrance towards 2nd, add a small health at the lower path.
7: Known bugs: line @ middle cliff face, clipping @ rock on 2nd, all ugly shadows, stickies on inside of spawn doors, stickies through fences and rocks @ yard-ramp, doors @ 2nd fwd spawns opening unintentionally.
8: Oh, right, and textures so comp. players will play it. >_>
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Last point is far too easy to defend, looks great though
 
Feb 14, 2008
1,051
931
Last needs to be thinner, RED's spawn further away, and maybe their spawn time shorter as well. When we ubered in there was just a constant stream of RED coming to the point overwhelming us.
 

Watterman

L1: Registered
Aug 16, 2009
18
5
Just played and it looks excellent :O:O I was confused on why spawns were so close to the point we were defending but the longer spawn times really make it so the opposing team still has a chance to cap
 

Watterman

L1: Registered
Aug 16, 2009
18
5
Here are some frustrating places to bump into in the heat of battle

cp_spillway_a14x0006.jpg


cp_spillway_a14x0004.jpg


cp_spillway_a14x0000.jpg


cp_spillway_a14x0001.jpg


cp_spillway_a14x0002.jpg


just a few things that i noticed when playing and when I bump into them I rage, HARD jkjk

GREAT map otherwise
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Thanks a bunch watterman!

Just FYI a14 should be out tonight, fully textured and with some minor fixes as well. I intended to change 1-2 some but to be honest I'm not sure yet since I haven't had any 6v6 testing, so I'll hold off.

Those places you pointed out are good to know, I'll see what I can do!

-FoX
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Anyone who has played this in the last few weeks:

It seems that alot of people feel last it too large now, and with the distance 1-2 presents there seems to be a lot of stalemates at last. Not a lot, not too many that you shouldn't test it, but usually in each 25 minute pub test we only get two rounds in.

That said, I think I'm going to be releasing a15 tomorrow with a shorter distance 1-2 and a less wide/long last. I'm trying not to return to the tiny room that a11 had, but I do want to make it more accessible somehow. I'm trying to make the deadline for CEVO's next season map selection, so you can expect b1 within two weeks, I hope. That means displacements, optimization, and as much detail as I have time for. :3

-FoX
 
Last edited:

SlayerBlitz

L3: Member
Dec 3, 2009
120
46
well I just finished playing a while back (You should know, you where there) and it seemed really good.

Not really anything to add or move or take away besides the displacement but you really need to change the slopes. Slopes or for noobs who dont know how to make stairs and they make your map look unprofessional.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Testing bump + a15

DL: http://forums.tf2maps.net/downloads.php?do=file&id=3038

Changelist
1: Reworked 1-2 & last significantly, shortened last and adjusted the connections. The right side is now a curved staircase directly to the top, & there is a door next to it that connects to lower
2: Health & ammo around 1-2 changed: alcove @ lower -> medium ammo, added medium health @ lower, both medium ammos up top -> small, medium health @ top -> small
3: Some details added, textures revised, & glitches fixed :3

Next version will be: b1
-Displacements
-Optimization
-Detail

Be excited
 

Garner

L4: Comfortable Member
Aug 16, 2009
154
38
looks wicked :D
will be looking forward to seeing the development =]
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Something I've noticed about the last point is that spawn camping is practically necessary to capture it.