- Jul 23, 2008
- 391
- 104
cp_meyou created by Toivo "tovilovan" Säwén is a Gravelpit-style Attack/Defend map with three capture points. For C to unlock, BLU must capture A and B. The map is set in an industrial setting with inspiration from maps like Well, Granary and Waste. The goal of the map is to balance the two capture points A and B while still making a difference between the gameplay-wise. The philosophy at this time is that A is hard to get onto but also hard to get pushed off, while B is easy to get onto but also easier to defend with a coordinated push. The sizing is similar to Gravelpit and should work well both for fairly large public games and competitive play.
Current version is a2c.
At this time the map lacks almost all detail, detail work should get started once I'm sure about the layout. Right now I'm pleased with how A and B plays, while C is still a bit uninteresting and generic. What I need feedback on right now is:
- General game flow. Will the map lead to stalemate or to steamroll?
- Balance. How well are A and B balanced, is any capture point easier to capture than the other?
- Signage. Where is the player directed? Is there any route that players use too much or too little?
- Healthkit placement. Is there enough health/ammo on the map?
- Visual style. This early in the development process I haven't detailed much, but ideas and input are welcome and appreciated.
The name is a WIP name and WILL change once I'm sure about the setting for the map.
Special thanks:
Ost for everything
TF2Maps community
A Boojum Snark for prop and gametype libraries
Ravidge for lighting library
eXhale gaming community for playtesting and feedback
www.warzone.nu for hosting my map on their servers
Current version is a2c.
At this time the map lacks almost all detail, detail work should get started once I'm sure about the layout. Right now I'm pleased with how A and B plays, while C is still a bit uninteresting and generic. What I need feedback on right now is:
- General game flow. Will the map lead to stalemate or to steamroll?
- Balance. How well are A and B balanced, is any capture point easier to capture than the other?
- Signage. Where is the player directed? Is there any route that players use too much or too little?
- Healthkit placement. Is there enough health/ammo on the map?
- Visual style. This early in the development process I haven't detailed much, but ideas and input are welcome and appreciated.
The name is a WIP name and WILL change once I'm sure about the setting for the map.
Special thanks:
Ost for everything
TF2Maps community
A Boojum Snark for prop and gametype libraries
Ravidge for lighting library
eXhale gaming community for playtesting and feedback
www.warzone.nu for hosting my map on their servers
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