CP Goldbound

matou

L2: Junior Member
Oct 25, 2008
86
20
Here is my second "tf2maps" worthy map that i have decided to release. I Wanted to learn how CP maps worked and i just kept working on the map and am currently pretty happy with how the map is laid out.

To-Do:

- Possibly an alt path to final CP.
- Possibly more cover on final CP.
- Detailing.


UPDATES:

Moved from small 2CP map to

3 stage CP (all having 2 points)
 
Last edited:

matou

L2: Junior Member
Oct 25, 2008
86
20
Ya sorry about that :D after i uploaded i had realized my JPEG files were borked. They're up now.
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
Wow, very bright outside, I think some people would quickly confuse this with fullbright. Also, from what I'm seeing, especially in the first screenshot. Maybe you should add more cover around that area. Also, with the texturing, just to make it easier to quickly see where the walls start and the floor ends, make the floor and walls two completely different dev colours. Otherwise, looks quite nice, and I would like to see this up on a game day.
 

Whated

L2: Junior Member
Jul 23, 2010
89
26
I love the 2nd screenshot. I just love how pyro can blast you away when you run to get health ^^. Good job.
 

Moose

L6: Sharp Member
Nov 4, 2009
312
616
Every time I get the health from second screeny I'll just end up jumping out that window.

Just from the pics, I think a couple of the pathways are narrow enough to be akward. A ton of area (at least in pic 1) is flat and totally open, which will probably be boring.

Also, you don't really need to worry about this right now, but those roofs are thicker at the edges of buildings than they are at the top, which looks weird.
 

matou

L2: Junior Member
Oct 25, 2008
86
20
Thanks for the feedback moose :O though i don't know if you find the window simply tempting or if it looks to much like a door..?

Also i'm looking for tips on what things should change in the middle area it is open and i've been fiddling with ideas but none of my ideas seem good.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Getting around (at least as RED) was incredibly complicated. It took me probably twice as long to get from spawn to A as it would have if I didn't keep getting lost.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
I quite enjoyed the little of it that i played, though, of course, i do have some issues.

There needs to be an extra/an enlarged route between the points. They didnt get locked down, but they all too easily could have been. I think widening the route near the track would be best, offering a easy, slow route, or a more complex winding narrow route.

Needs signs. plenty of signs around point b and red spawn would be good.

It's very short for a gorge-style. If it's an orphaned stage ignore this, but if it's simply gorge-style, it needs to be a bit physically longer.
 
Apr 13, 2009
728
309
A should probably be a good bit farther away from BLU spawn and B a little farther away from RED spawn.
 

matou

L2: Junior Member
Oct 25, 2008
86
20
Thanks Swordfish and loc n lol for the feedback :D also glad someone enjoyed it :D

I'll get cracking on the signs definetly as for the paths i'll have to sketch em out for an easy way to rework it
 

matou

L2: Junior Member
Oct 25, 2008
86
20
Updated to A4:

Changes:

- Changing for 2CP map to mscp (multi stage capture point)


Added:

- Alternative path to final CP
- Made it easier to capture final point
+ Reduced capture time
+ RED can't as easily attack from their spawn.
- Made 1st capture point harder to capture
+ Increase capture time
- Added more spawn protection for BLU
- Removed and moved supply lockers in BLU spawn.


Fixes:

- Minor 3d skybox changes
 

Okrag

Wall Staples
aa
Jun 10, 2009
1,029
655
cp_goldbound_a40004.jpg

Forgot your trigger_hurt, bro.