cp_watershed (name pending)

red_flame586

L420: High Member
Apr 19, 2009
437
122
Watershed: (n) the entire geographical area drained by a river and its tributaries; an area characterised by all run-off being conveyed to the same outlet
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It's Back!!!

Watershed is a small 5cp map based in a water plant of some description. The map doesn't involve much water combat as it is used mostly aesthetically or as a flanking route. I'm currently unsure what this map is going to look like in later stages, possible a mix of industrial and swamp themes.

In the latest version I've added a flanking path for the defenders, hopefully making the second point easier to cap back. I've also made it possible to get onto the roof at the second point, and added a drop down in the building below. Most importantly, I've fixed everybody's favourite feature, the confusing signs... their passing will not be mourned.

There are currently a few problems I need to sort out including area portals not working (hopefully will be fixed by next version), props glowing (if anyone could point me in the right direction it would be greatly appreciated) and floor in some places being dark whilst anything else including players lighting up well, (help with that to would be greatly appreciated)

Feedback would be greatly appreciated, I might get it in a game-day some time soon.
 
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Ost

L2: Junior Member
Jun 26, 2009
61
32
There are BLU and RED dev textures included in the game files nowdays. You don't have to use custom. Just open the texture browser and type "dev" in the "keyword" box and "tf" in the "filter" one.

As for the map: Looks small. Too small.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
I actually disagree with Ost about it being too small. I ran through it, and I think the size is fine. its not the biggest 5cp map ever, but not everyone likes warpath to death.

The layout is fine with me too, though I'd really like to playtest it with more than myself. But the water is the thing I have a problem with (go figure). If someone else disagrees let me know, but I find the water in this level to be really....annoying. There's too much of it, and I think it plays too big of a part in the map. I hate swimming unless its not for very long.
The door triggers either need to be lengthened or the speed needs to be increased, but just a tiny bit. I get snagged just for a second on the door - not a really big deal though.

Also, a few self-explanatory errors in the following screenshots:
edit: OK they aren't self-explanatory. As you get closer to that window it shows the glass, but further away and it does not.
cp_watershed_a10002.jpg

cp_watershed_a10001.jpg

cp_watershed_a10000.jpg

cp_watershed_a10003.jpg
 
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red_flame586

L420: High Member
Apr 19, 2009
437
122
Also, a few self-explanatory errors in the following screenshots

Yeah, I'm aware of the glass texture, it's strange because it's a single brush and I have no idea what caused it to do that, I'll try just rebuilding the brush. I'm also aware of the bit in the last screenshot, it's a door that slides out when the corresponding team captures the second last point so they don't have to go and run all the way through the centre point as well as direct team flow, I'm unsure if I should keep it there or not, but i'll make sure i make it a lip for the next release

I can't say for sure, but it looks like you used a HL2 texture for the water, FYI

nah, it's the 2fort texture, but I understand that it doesn't look quite right, I'm thinking of changing it to another one, maybe well or something, maybe it also needs to be scaled a bit to .5 or something
 
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Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
nah, it's the 2fort texture, but I understand that it doesn't look quite right, I'm thinking of changing it to another one, maybe well or something, maybe it also needs to be scaled a bit to .5 or something

I'm betting it just doesn't look right because of the textures on the sides and bottom that your water is refracting on. Once that is the real texture and not dev textures it will look much different.

Also, the only thing it has to reflect is a bunch of light gray textures and blue sky.
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
Updated to a2
- Removed setup time
- Changed the middle point and made it bigger, with two side areas on the side
- Added letter signs to direct players to points
- Made health kits smaller
- Fixed the buggy window at both the last points
- Stopped Engies building in respawn doorway of last point
- Player clipped and added cover over well doors
- Closed forward spawns for exit only
- Fixed area portals, they now work
- Other minor changes
 
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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Oh I just got it. This map has nothing to do with censorship, it's just a water shed.
 

Bob1897

L1: Registered
Jun 13, 2010
21
2
Oh I just got it. This map has nothing to do with censorship, it's just a water shed.

A watershed is the area around a river where all the rainfall from that area drains into the river. I'm not sure about censorship...
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
Updated to a4
- Extended distance between middle and second point with a building and some battlements
- Changed the side section along the second point making it longer
- Added patches bellow health and ammo kits
- Changed some health and ammo kits
- Placed more health and ammo kits
- Added doors in side section as exit and to block LOS
- Added more signs
- Changed side sewer path to the final point, making it flat
- Added more cover
- Made it easier to get onto roof at second point
 
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Aug 10, 2009
1,240
399
I don't know how accurate the screens are, I think I've played this map before but I can't say for sure. Does this have a ton of water around the middle, where the middle point is/was located between stacks of something (computer monitors?)
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
I don't know how accurate the screens are, I think I've played this map before but I can't say for sure. Does this have a ton of water around the middle, where the middle point is/was located between stacks of something (computer monitors?)

Yes, there is a ton of water underneath the middle point, and the cp was surrounded by computers, but I got rid of them in the a2 because people complained that the point was to hard to cap back. The map has changed quite layout wise and not much is similar to the initial release.

EDIT: WOOT!!!! 200th post... kinda sad that it's on my own map though...
 
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Apr 13, 2009
728
309
Okay, I think there are some pathfinding issues. I'm going to give you a detailed overview of what I think.

First, this is my first 30 seconds or so playing your map, so you can see what was going on in my head and why I got lost.

http://img829.imageshack.us/img829/9646/cpwatersheda4a0000.jpg
http://img835.imageshack.us/img835/8959/cpwatersheda4a0001.jpg
http://img200.imageshack.us/img200/4573/cpwatersheda4a0002.jpg
http://img560.imageshack.us/img560/3711/cpwatersheda4a0003.jpg
http://img186.imageshack.us/img186/7349/cpwatersheda4a0004.jpg
http://img249.imageshack.us/img249/6623/cpwatersheda4a0005.jpg
http://img146.imageshack.us/img146/7438/cpwatersheda4a0006.jpg
http://img602.imageshack.us/img602/899/cpwatersheda4a0007.jpg
http://img253.imageshack.us/img253/1350/cpwatersheda4a0008.jpg
http://img203.imageshack.us/img203/7217/cpwatersheda4a0009.jpg

Suggestions :
http://img258.imageshack.us/img258/2016/cpwatersheda4a0010.jpg (I'm not too sure about this one, since technically, your spawn is actually facing the right way overall (towards mid and the other team), it's just not right when you first get out of the spawn with no idea what you're playing, because of the snake-shape of the map)
http://img266.imageshack.us/img266/9268/cpwatersheda4a0011.jpg (also don't abuse arrows for just a small flanking route)
http://img44.imageshack.us/img44/2821/cpwatersheda4a0012.jpg
http://img192.imageshack.us/img192/3421/cpwatersheda4a0013.jpg
http://img834.imageshack.us/img834/1482/cpwatersheda4a0014.jpg
http://img411.imageshack.us/img411/1502/cpwatersheda4a0015.jpg
http://img201.imageshack.us/img201/8985/cpwatersheda4a0016.jpg
http://img177.imageshack.us/img177/3594/cpwatersheda4a0017.jpg
http://img185.imageshack.us/img185/1402/cpwatersheda4a0018.jpg
http://img823.imageshack.us/img823/7356/cpwatersheda4a0019.jpg
http://img593.imageshack.us/img593/3849/cpwatersheda4a0020.jpg

On a personal level. I liked the map overall. There's a lot of water and yet most of the battles happen on dry ground, as it should be. The water fights just spice things up. Getting out of the water is never tricky.

I dislike doors however. If I had it my way the only kind of doors any TF2 map should allow are the ones that lock respawn rooms. Unless you absolutely need dynamic areaportals for optimization I suggest you leave as many of your doors permanently open as you can.
 
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Sep 1, 2009
573
323
I kinda felt that the phrase "Water Ninjas in the river" applied too much to this map. there is ALOT of easily accessable water around the areas partly negatiing that poor pyro and this weapon. Also the water is kinda a bit too spy friendly, as it allows them an easy stealthy access route around which is 100% pyro safe and mostly other people safe.....also I WAS a ninja in the river!