Beignet

strangemodule

L5: Dapper Member
Sep 10, 2009
223
59
Cp_beignet is a Gravelpit-style Control Point map (capture A and B, then C to win) that takes place on Manor grounds. Point A is stationed in a Gazebo at the top of a hill; Point B is on the east side of a swamp; Point C is atop the staircase inside the manor itself. It uses the custom Swamp theme resources.

I've been testing this map in the community I frequent but have been hesitant to release it on TF2Maps.net for various reasons. I've finally decided to make a thread for it here, both in hopes of good feedback, and to point people to a place where they can view/download my map if they so wish.

A little trivia: Beignet is a deep-fried pastry very popular in New Orleans, usually served with Chickory coffee. RED's base in this map is the number one distributor of Beignet and grows Chickory on its grounds, hence why BLU is trying to take it over.
 
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AgeNt_

L5: Dapper Member
Aug 12, 2009
236
88
the gazebo looks like it could use some work. instead of using a displacement, just do a world brush to make it out, or use a model(which is better all together)

the second pic has really long sight lines.

the fourth pic has a floor texture for the walls.

the stairs in the fifth pic look like you have to jump up them.

and you should turn the fog off when you take the overview pic.

overall, it looks okay, could be better, just small tweaks. i suggest signing it up for the game day to try it out!
 
Aug 10, 2009
1,240
399
May I suggest that you make a 4CP square map? I think it could be an interesting map to make to see how it plays in comparison to a Gravel pit map (which Valve already doesn't like, and personally many of them play the same)

Food for thought?
 

strangemodule

L5: Dapper Member
Sep 10, 2009
223
59
May I suggest that you make a 4CP square map? I think it could be an interesting map to make to see how it plays in comparison to a Gravel pit map (which Valve already doesn't like, and personally many of them play the same)

Food for thought?

I'm not sure where you think Valve doesn't like Gpit style maps (they've made Junction and Egypt official maps), and I disagree on them playing alike. Most people I have played this map with don't think it behaves that much like Gravelpit, besides the obvious of course.
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
The gameplay possibilities are looking good, but I would suggest adding more cover to in places around A and B... + you might want to have a look on this
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
I enjoyed this map, but it's way too less detailed to be a beta 4 already. D:
There weren't really any gameflows, I think the map is pretty balanced. But the 2 tiny doors leading to C might be bad. I suggest opening them up a little, or adding a small sideroute maybe. Other than this, I don't really have any other things to mark. :)
 

Melt

L1: Registered
Jul 20, 2010
13
1
I had a lot of fun playing on it. I like point B a lot and point C... Point A to me felt a little sparse and lacking in interesting geometry.

I think there's some more brushwork to be done, at least in terms of func details to make the buildings feel a little more architectural.

Looking forward to b5!
 
Mar 23, 2010
1,872
1,696
one thing i'd suggest for A? (the one with the gazebo-like thing atop a hill), is a wider exit/route. both routes for BLU are right next to each other and a lot of the space was unused on the other side of the hill.

really like this map. my favorite on gameday.
 

Zarokima

L69: Deviant Member
Aug 7, 2010
69
10
The map is very nicely detailed and looks great.

Defense doesn't seem to be very balanced. A and B both went down pretty fast (though that could just be because we didn't know the good spots), but then C was pretty much impossible to cap. The point is way too close to the Red spawn, and the balcony between the entrances from A and B is overpowered. I don't have any specific suggestions for A or B, but for C I would suggest adding an additional pathway from both A and B, each from another angle (like, standing on the balcony looking out, another path from B could come from the left and one form A to the right). This would also address the balcony's OP-ness, since that stems from it being a great vantage point for all two of the entrances.