Whipsaw

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
We're back!
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
564
those supports on the radio tower platform look like they wouldn't work
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
The point is way out of the way, 2 spawn exits are on the right side facing away from the control point. You could probably do away with the cliff buffer altogether, and bring the spawn forwards. Whilst also moving the CP to the middle of the map area, but making it visible. It's important that players are able to easily identify the objective.

Right now flow takes player down the right flank and to CP2. It was easier to flank CP1 to CP2 and head off to RED spawn to spawn camp than it was cap CP1 if it was moderately defended.

proposition:

cp_whipsaw_a2_fix10003.jpg


3 BLU spawn exits, two on right of image, one of which has a high ground exit equal in height to the control point. The left exit is further out of the way, with a small hut (red 1) for cover with health and ammo inside.

blue 1 is the control point, which has a ridge infront of it, with slopes on either side to access it. There is a building behind the point with a large doorway (red 3) that allows defenders to setup tele's etc, and jump out to defend the point from. This building also has a side entrance (the right one, on the image).

red 2 is a generic piece of cover that serves to block line of sight to the 2 doorways behind it, and the blu spawn exit. The green line is a cliff edge that could be used by snipers or anyone who felt like jumping into the area below to flank an assult.
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I did kinda recognise this map, but not entirely. The tall areas were tall (too tall), because you take a lot of fall damage (320 HU+?). You need to bring them down to at least 256.

The first point took almost too long to cap (but only by mere seconds) and the last went incredibly fast. The last point was also hard to defend as it was on a platform you couldn't jump onto and needed to walk around and up the ramp to block any captures.

That said, the second round or so when people got used to the layout, it seemed a lot more balanced.

BLU also had a significant height advantage over RED on the second point which didn't seem fair.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
cp_whipsaw_a4b0000.jpg


Here's the image i forgot... (apparently only 1, i thought there was more) this is the main offending height in your map which is +256, and really needs to be 192. Also (as i said in chat, but just as a reference incase you forget), try letting RED have access to the second point from it's rear, RED don't have much space to move/hide and BLU literally drop down ontop of you and the point.
 
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Dark

L4: Comfortable Member
Nov 27, 2009
159
137
stage 2 is on the way :D, here is a little sneak peek
cap3.png
 

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
So right now i have no idea what to do for stage 2 cp 2 so i decided to show you some of my sketches compared to the screen shot in game
Here is me trying to draw in 3d
3d-esk.JPG

second.JPG

2nd.jpg

third.JPG

3rd.jpg

newone.JPG

cp_whipsaw_a40000%20-%20Copy%20%282%29.jpg
 
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Dark

L4: Comfortable Member
Nov 27, 2009
159
137
[insert witty statement in order to bump]
 
Mar 23, 2010
1,872
1,696
stage 2 is on the way :D, here is a little sneak peek -snip-

dat looks cool. a tad open, but i cant see the outer part of it so i cant tell.

The distances from point to point of gorge and dbowl are different, right? I really hope this plays like gorge and not like dustbowl/egypt etc..
 
Mar 23, 2010
1,872
1,696
download is broken? keeps saying to open with "valve.source" and when i open w/ 7zip it says it cant open as archive
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
2-2 was a tough capture. Setting up one sentry could lock down the whole area. Adding some cover to the top route will let demoman get up there and drop a few stickies on it.
 
Aug 10, 2009
1,240
399
The beginning of stage 1 feels good, but the latter half feels really clunky and overscaled. While there are a lot of nice areas to fight in the first part (the back alley feels unnecesary though) the second part has a lot of open unused space that needs some spicing up.

There's also a lot of open space in stage 2. The beginning has promise, it just needs to be tightneded up, however the hallway after it to the second point feels boring because it's just a really long hallway that sees little action before it's captured. Also, as you know the final second point is a rediculous choke :p
 

Geal

L4: Comfortable Member
Aug 16, 2009
162
56
for the last point in the second map, I say move red's spawn up to the top of the point, and then push it back a bit so it wouldn't be so close. This would make red have to go farther to get to their spawn - eliminating the overpowered resupply - and would make spawncamping more difficult, since blu would need to be directly on the point to spawncamp.

As for reducing the choke, maybe add in a flank somewhere. the two main rooms seem to be connected as a giant "U" shape, you could connect them more directly maybe.
 

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
goodthings.png


Good things coming
 

Rikka

L5: Dapper Member
Feb 10, 2009
208
388
You noted most of what I said, so just a reminder.

Raise that red platform
Work on blu's approach to 2-2.
Work on red's approach 2-1
Get a side path to 2-2 that flows.