strange

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
I'm going to try to get this into Wednesday's gameday testing, but if not, those impromptu tests are always great.
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So this is my gravelpit style cp map, cp_sketch.

After the gameplay has become solid (with plenty of tests and alphas), I boast a stylistic theme never before seen in a video game--yet will still fit into the conventions of team fortress 2 style (more or less). I'm not yet willing to disclose what that theme exactly is, but I'm sure the title will fill out in on part of the style, but not all of it.

This is a continued project from an archived map, cp_sketch, and can be found here:

http://forums.tf2maps.net/showthread.php?t=5078

But first, gameplay is the most essential part. I'll probably set up some impromptu testing later today (12/31/09).

Leave feedback when you get the chance. Thanks!
 
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Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
I liked the map while playing it with 4 players, all points were pretty fun. I hope this will be the same with more players. :D
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
Isn't this the map you are making with Hanz?
 

Steff0o

L6: Sharp Member
May 31, 2009
295
132
i love your healt and ammo pack models :p
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
This looks amazing!
I'll definitely play it next time it's at gameday, looks very fun! :)
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Looks incredible, Rexy.

Please release the placeholder models. :p
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
The sketch says Dustbowl style. Nice looking map though!
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
Played the a1, it was amazing fun!
Sure I only played two classes, but it felt very fun and interesting to play.
Capture point A was good because Red had direct access to it, meaning they could take it back quickly if needed, but that wasn't the same case for B. Neither Blue nor Red had any obvious sightlines to it, and red had to travel through a chokepoint to reach, meaning once blu were on it, they were gonna keep it.
Similarly, blue had to go through either one of two chokepoints which weren't totally worth the risk of going through or they could go through a very overlooked pathway which came out underneath the cap. I found this way was great for spies and small classes, but the confusing hole was kinda pointless.
Apart from those things, and a few walls with gaps inbetween, I thoroughly enjoyed this map and cannot wait for the next version!
 

lamelikemike

L1: Registered
Apr 12, 2008
15
1
it would be nice if their was another way to the top of C-tower, but it was fun. the only time i had a real game on it the teams were pretty stacked and our team was on the losing end.

also maybe the little upstairs section in the building direct beside point A should have another entrance/ exit as weel, on of the times we were dominated it was because they could hold out inside that building so well.
 

Flame

aa
Jul 19, 2009
368
865
Agree with mangy. once a team grabs B there is really no hope of taking it back once they get the demoman inside the house.

also C needs a bit more fighting space and alternate ways up. I'm trying to think of a way to do that without making it look like gpit c but theres probably something you could do.

most classes can jump anyway its just you dont want medics to feel helpless when theyre defending up there.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Edit: Can I have an administrator change the name of the thread so it drops the version suffix? Nothing I do will alter that. Thank you!


Update: see the top for download link.

Changelog, Alpha 2, Feb 09 2010:

*Moved the cp at B to the outside of the building for balance purposes
*Sealed up the death pit just outside C
*Added a house for the A-C travel area for balance at C

cp_sketch_a20001.jpg

cp_sketch_a20005.jpg

cp_sketch_a20007.jpg
 
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