Arduous

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
cp_arduous is a 5-cp push control point map set in an industrial facility, designed by Gobby and chojje. The gameplay is designed with competitive gameplay in mind, but also works great for public play. The size is similar to Badlands or Granary, and the layout is designed to try to reward aggressive teams, while also using multiple flanks to enable different ways if attack. To keep it interesting, height differences are important throughout the map.

Right now the map is in beta stage, which means I need feedback on a lot of things:

- How does the map play? General thoughts, is it fun to play, basically.
- Reroutes? Is any route used too often/too little?
- Details? Any thoughts on the theme?
- Balance? Will any cap be hard to attack or too hard to defend?
- Spawntimes? Right now it's the default from ABS resource pack, but they might have to be tweaked for balance.

Thanks:

Hyperbola clan for testing
Gobby for everything
Ost for detailing advice and help! ILY BBY!
Various guys in the swedish TF2 community, especially Jazzman
Schinken <3
ABS for the resource pack
Ravidge for his lighting gallery
Acegikmo for his environment gallery
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
As said above ^, Those Rocks around mid look weird comming out of concrete.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
The third and second screenshot looks a little crowded as TPG said. Get rid of the rocks too.

I'll be sure to give it a good run through when I can because this map looks really interesting, I recommended it to a server I play on.
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
Any ideas for a prop/thing the same size as the rocks (they are placeholders)? Cause they really are needed. Mid is tight, true, but having to floors I don't think it will be too spammy, giving scouts another reoute would probably ruin the balance. I'll look intoi it though. Glad you think it look good, and I will definitely submit it to gameday.

And Furex, there is a swedish community, not that well-organized but it's there ^^
 
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Mr. Wimples

L6: Sharp Member
Jan 27, 2010
276
226
Reading the other comments, I suppose its inappropriate to mention the rocks? You might consider swapping them out for some other things if they're essential to gameplay. Looks great though. I'm looking forward to seeing it finished.
 
Aug 10, 2009
1,240
399
Well for the rocks, this is what I would have to offer:
-Either you keep them, and go with something along the lines of broken concrete around them, or the concrete isn't under them for one reason or another
-Or you could switch them out with some sort of shack or little building. If the small 'rock bump' on the side of the boulder is really that important then feel free to replace it with a crate on the side of the building. A slanted roof could also be used to accommodate jumps (e.g. there would be some crates stacked against a wall with the roof slanted down towards them, so one could jump from crates to building)

Also, something I noticed is this map looks very similar to Freight stylistically and in general structure (for example one cap uses the well bridge over water).

Also, I'm interested to know how aggressive play is rewarded?
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
I like the idea of a shack, could also provide a hiding for scouts and so on, I'll work on it.

Indeed I have taken inspiration from freight, freight being one of my favourite maps in the game, but for style I've actually mostly looked at granary, doublecross and gorge, which are fantastic maps whern it comes to detail and beauty.

About aggressive play being rewarded: well, the layout enforces that an aggressive team will get stronger positions than a passive one. Most of the areas have been made with this in mind, for example mid with its height advantages where a fast, aggressive team will easily be able to get on top and spam the other team away. While defending second you can choose between an aggressive or a defensive stance - the defensive one allowing you to back safely into your lobby, but thus also forcing you to leave a very important tactical area. With an aggressive stance, there will be more to risk and you will have to spread the team out, but you will hold height advantages and have much more means of fending off an attacker.

Basically - throughout the map it's the attackers that have the advantage (or that is the original idea which I am working to preserve). While it might not be perfect just yet, I am quite certain the map will encourage aggressive play. Playtests will show.