CP Resivoir

The Whole Team

L1: Registered
Nov 4, 2009
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Reservoir

Second map and first attempt at a 5 cp push map. Basic premise is red and blu are fighting over a hydro-electric dam for control over the deserts water.

Since this is alpha there isn't a very big emphasis on detailing since I don't want to spend hours working on something to realize I need to scrap it. Any observations on sightlines, layout, etc would be useful.
 
Last edited:
Mar 23, 2010
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looks kind of flat (except that 2nd point) and boring i'd say. not a fan of the detailing, but the layout seems solid with good flow.
 

The Whole Team

L1: Registered
Nov 4, 2009
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I don't think it's too linear. There's four doorways (at least) and 3 routes to each point (one main, one alternative and one flank). How many routes do they usually have?

Anywho, since it can be hard to tell just by the overhead picture here's a pic of all the routes offense/defense has available to them:

Defense

Attack

Though I must admit that looking whoever is stuck on the last point is pretty screwed.
 

Terwonick

L6: Sharp Member
Aug 25, 2010
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Here's what I suggest...Oh, I almost forgot, the Key:

Red - Add it in
Green - Get rid of it
Blue - Why is that EVER there?!?!?!?!

cp_resivoir_a10002.jpg

Alright, so I think you should add an upper area to get rid of that height lack, plus find a way to make it accessible to every class. Get rid of the two ramps up, these access points look fairly pointless, I suggest putting the ramp to the upper level here (not shown). If you do put in this upper area you should make the small health medium, and add a small ammo next to it (and cover).

the second point (not shown) looks fine, just add a few crates to the point for cover (if on defense).

cp_resivoir_a10003.jpg

The point needs cover... the sniper fence is a good Idea as show in both places, other than that, I believe the fence is a good idea in that it provides cover for the last point before one of the teams win.

and lastly:
cp_resivoir_a10005.jpg

I'm not really sure what the building is doing there, does it have health, is it a place for either team to run through to the last/second point? if it isn't one of these, it's pointless GIVE IT A MEANING! Otherwise, add in that entrance to the side, make it a one-way so when the attacking team caps 2, it is a usable entrance for them, or don't, but it's a VERY good idea to add it in anyway, otherwise, who would ever go into that corner?

sorry if the pics are too big for anybody's screen, they aren't for mine (but my computer isn't resizing them either...). I hope you found this post useful! :)
 
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Moose

L6: Sharp Member
Nov 4, 2009
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I love that second point, but blu should be fighting uphill, and red should have the height advantage. Otherwise, it's just too easy to cap and too hard to defend. It may need to be widened, and you might want to make the side routes more interesting, though.
 

Attsy

L3: Member
Jan 31, 2010
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I think the middle needs a total do over. Might just be me but it's kinda boring. 2nd point however has a strange glee to it, that I really like.
I do agree however that the side routes should be made more varied. As it is its like extended corridors.
 

The Whole Team

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Nov 4, 2009
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Thanks for all the feedback everyone. I just released a2 to eliminate at least a few of the problems.

Last Point

I eliminated the house and increased the height of the hill so LoS is still broken but the point feels more open. Also added a house to the side to try and keep more height variation.

Mid Point

Increased the height around the point to try and make the area more interesting to play on and increased the size of the roof and made it so any class can hop onto it.

Flank to 2nd Point

Tried to make the flanking route to the 2nd point (that was basically just a straight line before) more interesting and (theoretically) more fun to fight through.

Vent Entrance
Vent Exit

The defending team previously had only 2 viable ways of reaching the point. This should give spies a way to get behind enemy lines and give a 3rd option of attack.
 

BrokenTripod

L5: Dapper Member
May 11, 2009
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It just occurred to me that your demo will have a lot of us talking about burritos and random things. I apologize for this greatly and hope I've left enough other feedback so you can make adjustments to your map. There are some other comments that were voice chatted, too, just so you know.
 

The Whole Team

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Nov 4, 2009
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Ok, I just watched the demo and a few complaints I'm going to try and address are: rooms are too open and spacious, more signs, stairs that are less steep. Also, the rounds in the demo finished very quickly. I'm not sure if it's the map or just that there were only 5 people on each team.

Any other issues that need to be addressed?
 

The Whole Team

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Nov 4, 2009
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A3 released with a few changes: Redid the last point because I never really liked the way it looked, reduced the height advantage defenders get on the second point and added more roofs and therefor height variation and cover to the mid point.

Anywho screenies are in the first post but most of the changes can be seen from the overhead: http://img515.imageshack.us/img515/9696/cpreservoira30009.jpg
 

The Whole Team

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Nov 4, 2009
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Yea I'm planning on putting water under the bridge and flowing through the pipes but I haven't' been really focused on detailing (as you can probably see). I'll get around to making it look nice later.
 

The Whole Team

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Nov 4, 2009
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What I meant when I said add water was that I would put enough to go up to the ankles. Not enough to put out a fire but enough to make it look like a drying out stream bed. Water has never been a very great mechanic seeing as how it reduces movement speed which everyone hates and would probably turn the area under the bridge into a deathtrap.