Grit

YM

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Dec 5, 2007
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Started way back in the summer, fixed up and finished (the layout) just today.

Uranium is the temporary name for my 5 cp steel-type map since TPG shamelessly stole it's original name. An incident I have not uet forgiven him for.

Point configuration is as follows:
C....D
...E
A....B

Found the original plan image:
cp_iron2.jpg


With blue spawning below A and B and red spawning above C and D.

-At map start blue have two, pretty much, only options: cap A or B.
-Once one is capped it opens a route through to the other, and each has it's own route to E that opens after capping.
-C and D manipulate the E control point itself. C closes the pit surounding E and D raises the point to be level with the surroundings instead of in a dip that needs a crouch jump to get out of.
-All points capped add time and shift spawn times in blu's favour.
-Once all four outer points are capped an aditional route opens from blue's spawn to E.

To cut down on the confusion of multiple spawning locations for red (steel always confused me when red's spawn changed location) I've got a teleporter system, its nicely labled and quite clear.
-Red have four teleports in their spawn, two towards A, two towards B.
-Each teleport takes the red team to near point A or B, one way travel only, red may still choose to run to A/B via C/D/E if they wish.
-Once A is capped A's teleports disable, once B is capped B's teleports disable.
-Blu cannot sap the teleports so don't bother to try.

I'm not sure there is much else to say about it.

The name will be evolving, don't worry.
 
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Aug 10, 2009
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The map is hard to defend because the attackers would spread out and cap all the points in small groups. A lot of people were complaining about that. Also, the health at E is small and irregular, and I couldn't find any health at B or at any of the other points.

Red also only one once and the CP's started all unlocked.. Also, the map felt really open, and some of the hallways from spawn to E were way too long. It's very scout friendly with the open fields with dotted cover, and imo could use more enclosed corridors.
 
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E.B.

L1: Registered
Mar 15, 2009
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This looks cool; I've always liked the idea of cp_steel so I'm looking forward to another map in the same vein. I just ran around in it a bit and I found a couple of issues:

-The door from B to E has a problem with the ground. The displacement ground doesn't match up to the doorway's flat ground and you can get stuck.

-The default spectator camera's position seems to shake/vibrate a lot when you look through it.

I'm not sure how the game will play with every point unlocked from the get-go but that's just a matter of testing rather than sideline commentary.

EDIT: Also, if you keep the radioactive element map names, E should have a glowing green death pit. Just sayin'.
 
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YM

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ok I'm going to have to look at the flow between points, players need to go more from one to the next to the next instead oh having such free choice.

Some todos:
  • My initial idea is to block off C and D totally to blu until both A and B have been capped. This way flow is likely to end up as A->B->D->E/C or B->A->C->E/D where the final outer cap is more of an optional to make the capping of E easier.
  • More health an ammo placements in general.
  • Fixing mistakes like not being able to crouch jump out of E if C was capped but not D (changed the height of something last minute)
  • Generally decreasing the size of the whole thing, tightening up the points, particularly E
  • Add the E overlay over the other door in red's spawn so people realise there isn't only one way to get there >.<
 

Radaka

L420: High Member
May 24, 2009
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From the test earlier:

There is not enough cover throughout almost the entire map, especially point E.

The layout of each point seems very uninspired and plain, consisting of flat ground with "stuff" on it.

(Ninja'd, good plan in above post) Fun to play for both sides, but it's a bit frustrating to play as red due to all 5 points being open at all times.
 

Rexy

The Kwisatz Haderach
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Dec 22, 2008
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I suggest a few options:

1: Seperate spawns (ala cp_steel) so that players are aware that A and B are the most direct routes for Blu. C and D are unlocked, but require more travel to reach. Right now it's overwhelming because there are so many options for defense, and that speads the team out too much, while Blu has only 2 options at the end of the setup round: A or B. It needs to be clear to Red that they can save A and C by defending A, or save B and D by defending B.

Or/and:

2: lock C, D and E. Capturing A unlocks C, and capturing B unlocks D. Capturing either D or C unlocks E. That way from the start it's clear to Red to pick either A or B, and not be confused with 4 options. Doing this will also strengthen your already fantastic set of interlocking doors at the neck of E, and reward teams working together to capture either the entire left or right side of the map, as well as making it even more worth capturing all four points for the greatest access to E.

Locking the points like this will focus gameplay and make defense for Red more rewarding, and less tasking. And it will encourage the Blu team to play teamwork, to push through one side of the map or the other.

Generally though, the layout was pretty good, no complaints (from a blu perspective). For Red, it's extremely confusing.

I think if you used both suggestions, you'd find gameplay improving--not that it doesn't work right now, because it seemed very balanced to me.


EDIT: you ninja posted me!
 

YM

LVL100 YM
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Yeah rexy your option 2 is what I plan to do, lock the latter points until A/B are captured so that its clear to both teams those are the first objectives. I think locking the points will serve as enough of a dis-incentive to blu to going to those points that I won't need to physically block them off, as that poses all sorts of problems for red.

I noticed as red, there wasn't a good way to get from A to B before one of them is captured without going some horribly convoluted route through all of C, D and E. Not entirely sure how to remedy this problem yet.
 

YM

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Uranium has decayed by way of an alpha into Thorium! (cp_thorium_a2)

Alpha 2 released 11/01/10:-
  • Uranium Decayed into thorium, mapname still undecided.
  • Locked C and D until A and B are capped.
  • Decreased size of capture B, C, D and E arenas slightly
  • Fixed a displacement you could get stuck on
  • Adjusted the height of E so you can crouch jump out after C is capped.
  • Increased amount of ammo/health kits and cover.
  • Tweaked spawntime adjustments from capturing points A and B as well as the time added by capping C and D
  • Reduced A-D capture times slightly.
 

owly-oop

im birb
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Apr 14, 2009
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It seems like a long walk to get to C-D and vice versa, and B-A vice versa

Because of that it was too hard for a team to defend both points, so blu just had to cap the point that they werent looking at

Give B from spawn more than 1 route

The teleporter that leads to a, one of the is really close to the point. Right when i walk out i can sticky spam the point.
 

YM

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Dec 5, 2007
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iron005.JPG


New exit from blu spawn to B. There is a window to jump through on the rear face of that building too.

Also looks like some other cockblocker made a cp_radium and only got to _a3 before ditching his map. This is quite a blow as I now can't continue my uranium decay chain of alpha names.
So, I am on the market looking for a name for this beastly map. gulp!
 

YM

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And suffer everyone demanding an enormous wheel and a theme park?

I'll take my chances with the radioactive elements over that!!

Plus Iron was a jab at steel's lackluster name anyway. No metals!
 

Fireman

L4: Comfortable Member
Mar 21, 2008
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Wasn't the original idea behind steel that it was a steel mill? I don't know how well that carried over to the actual theme, but the name was at least somewhat relevant.
 
Feb 14, 2008
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cp_fracture