Corion1 Round1 Alpha1

Corion

L2: Junior Member
May 17, 2008
67
8
Corion1 Round1

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General Map Information:
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This is the first round of a map I'm currently working on. The other rounds haven't been finished yet.

This map only uses the Dev textures (and overlays) and only has a few props, most of which affect game play.
There's also lots of signs to help you find your way around, and a generous 1:15 setup time.

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Progress Information:
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List of Intended Changes and Known Bugs (Updated Tue Jun 03, 2008)

Updates:
  • None at this time.

Screenshots:
 
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ChronoTriggerFan

L420: High Member
Feb 3, 2008
434
73
I liked it a lot, the vertical height difference s fun, as height matters every where. some suggestions would be to add some more arrows in there, because after you run around, and a soldier comes in a fights with you, you don't know which way you were going, and end up going the wrong way. Also the little passage way with the pit of doom is barely ever used, so try and make it more active.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
There was a bit of a problem when the defenders set up a sentry gun in a location that provented any blues from leaving the spawn, it could cover all three entrances.

Other than that its really quite good, you already know I think its too large though :p
 

Corion

L2: Junior Member
May 17, 2008
67
8
There was a bit of a problem when the defenders set up a sentry gun in a location that provented any blues from leaving the spawn, it could cover all three entrances.
I knew this might be possible, but I didn't think it was much of a problem since BLU would probably have Ubercharge ready by the start of the round and could take it out easily, then prevent RED from ever getting a sentry gun up again in that spot. However, if they don't have a starting uber this could be a big problem. I'll have to look into this, but I'm almost certain there are official maps where this is the case - but nobody ever really tries it because they know their sentry is going to be toast almost right away if they do.

Do you know exactly which location was used? Could you screenshot it for me? Thanks.

Other than that its really quite good, you already know I think its too large though :p
Yes, I think this is the main problem with it right now. I need to make it smaller because in its current state it will probably only play the way I expected it to with 32 players.

Were you there for the Sunday playtest? How did it go? How many players were there? I couldn't make it because I was moving.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
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I think we had about 11 per team when corion was played. I'll get the source TV demo's up tonight if I can.
 

YM

LVL100 YM
aa
Dec 5, 2007
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Well it was pretty much a full server except for the first few and when piller came on when it dipped to about 6 per team.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
be sure to check out my awsm pyro rampage on defence :)
I had fun atleast, this map is off to a great start.
 

Corion

L2: Junior Member
May 17, 2008
67
8
Crud ... my list of intended changes and known bugs got eaten when the database error'd.

Here's as much as I can think of then:

Intended Future Changes:
  • the left path from the BLU spawn to point A will be removed - it was hardly ever used
  • the area outside the BLU spawn around the corner to the right will be reworked (the little orange platform)
  • the left path (from BLU's perspective) between point A and B will be merged with the center path
  • the right side of point B (from BLU's perspective again) will be reworked - this was not intended to be the main path, but in smaller games this side becomes the preferred side due to the lack of defense. The most likely change will be that only scouts (and rocket/sticky jumpers) will be able to get up to the battlements, but it could receive more work than this. Ideally, this area should receive about as much attacker attention as the battlements in 2fort.
  • it is too easy to sticky/rocket jump to B and a little too hard to defend from this as an engineer as stickies can be launched from across the map to take out any sentries. I'm not sure what I'm going to do about this just yet. Ideally, this area should feel somewhat like cap point C in gravelpit.
  • The cubbyhole/side room at B (the place with the crates and barrel) will probably be raised up a bit, and it will be reworked so sentries can see out of it easier.
  • The sniper area to the right (from RED's perspective) just outside the spawn can see too much and hold down the area too easily. The likely change here is that this will no longer be a sniper ledge and instead just be a tunnel to the platform near it.
  • The map is too "expansive" :0) I'm going to compact B and the tunnels to B. This will be a major change in terms of layout.

Known Bugs:
  • For some reason, RED players all use the same playerstart, despite the fact that are 15 playerstarts 128 units apart and at least 32 units off the ground, so they're not embedded in anything.
 
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Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
There was a bit of a problem when the defenders set up a sentry gun in a location that provented any blues from leaving the spawn, it could cover all three entrances.

Other than that its really quite good, you already know I think its too large though :p

I was that engineer, but seriously the attackers kinda sucked that round. I got 25 kills on that sentry before it went down.

Its easy to uber a demo and take out that sentry or coordinate a spy attack but the attackers just never did it.
 

Corion

L2: Junior Member
May 17, 2008
67
8
I watched it. It didn't seem that bad. From what I saw the defenders could have even placed grenades on the adjacent wall without even being shot and blown it up.

They ubered a soldier but he didn't start attacking until the uber had nearly run out.

Nevertheless, I removed the huge column there in a recent edit, and will have to rethink the layout there a bit.
 

Corion

L2: Junior Member
May 17, 2008
67
8
Big changes coming in the next update, especially to Cap B. Still a lot of work to be done, though.

I'm almost satisfied with Round1 (for now) and will be starting on Round2 this weekend.

I have the first floor planned out, but there will probably be 3 caps, so I don't know if I can have the second round ready for the next gameday or not.