Vineyard

vineyard A3A

Dr. Spud

Grossly Incandescent
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Mar 23, 2009
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854
cp_vineyard (a3a)
by: Dr. Spud

(No relation to the last map I started called vineyard)

Vineyard is a single stage attack and defend map with 4 CPs. It's basically what you get when you apply the badwater style of map to CPs.

Since my last map ctf_haarp has absolutely zero chance of being considered "competitive," I'm thinking of making some nods to competitive play with vineyard. It's not my main goal, but in my mind if A/D were to be played in comp, a single stage with many CPs would make the most sense. So I'm at least thinking about it.

This map is using the vineyard theme I created and used in the mini-CP contest.
 
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The_Ulf

L6: Sharp Member
May 26, 2009
399
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Oooh! Can't wait to see how this goes. I like the look of your CP's - a good variety of interesting combat spaces. Also I can't stress enough how much I love your Vineyard theme. :D
 
Aug 10, 2009
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Interesting how the overall map is shaped like a PL map with the CP's at intervals.. Take B for example, it's just in the middle of the path :D. Very similar to a PL map. Might I suggest cover?

EDIT: Yes, this is the child of a PL and CP after a wild night at the bar :p
 

littleedge

L1111: Clipping Guru
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Mar 2, 2009
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The only problem I can see with having 4 cps for a/d would be that BLU has a good chance of capping two points at a time. Meaning that as they cap A, they destroy RED and, with the majority of BLU alive, BLU heads towards B where there are few defenses since RED is dead/running towards B.
 

Dr. Spud

Grossly Incandescent
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Mar 23, 2009
880
854
The only problem I can see with having 4 cps for a/d would be that BLU has a good chance of capping two points at a time. Meaning that as they cap A, they destroy RED and, with the majority of BLU alive, BLU heads towards B where there are few defenses since RED is dead/running towards B.

That would be a problem, but if it arises it certainly wouldn't be impossible to fix.
 

Acumen

Annoyer
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Jun 11, 2009
704
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while i completely love the overall look, feel and atmosphere on this screenshot:
http://forums.tf2maps.net/geek/gars/images/3/6/4/8/vineyard_a2a1.jpg
the two black parts look like someone is trying to play tetris on the buildings wall. it looks too "forced random". i don't know, it just catches my eye.
but the composition seen in this screenshot is awesome ! if everything else in this map gets this vibe, you're off to fame :D
the vines add a lot to it - very nice !
 

tehn

L2: Junior Member
Oct 16, 2009
55
10
*goes changes pants* Oh man this looks really good. I'll get back to you when i run around in this map!

Edit - My friend Karma really wants haarp in comp play if it makes you feel better!
 

Dr. Spud

Grossly Incandescent
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Mar 23, 2009
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After the playtests littleedge's prediction came true. I'm going to have to space out the CPs some more, as well as increase the cap time to slow blu down (currently it caps quite fast).

But whenever blu missed their chance to plow on ahead and the game slowed down a bit, I was fairly happy with how it played. Look for a new version sometime soon.
 

Dr. Spud

Grossly Incandescent
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Mar 23, 2009
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Hah, you thought when I said "sometime soon," I actually meant sometime soon. Never!

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cp_vineyard_a3a
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Gameplay Changes:
-Cap times for A,B, and C increased to 15 seconds.
-Cap time for D is 10 seconds.
-Red's spawn time slightly decreased.

Layout changes:
-Added an extra path for Red to point A.
-Point B is further away from A.
-Changed two of the paths between A and B to give Red a bigger advantage.
-Changed point C entirely.
 
Feb 14, 2008
1,051
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I think Valve had a similar problem with Gravel Pit, hence the immense cap times on A and B to stop the team rolling onto the last point. Though I could be wrong.
 

Remnic

L2: Junior Member
Jan 24, 2009
95
16
Making some excellent progress on the map Dr. Spud. Can't wait to try the final version.