Muschio

CP Muschio a8

Micnax

Back from the dead (again)
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Apr 25, 2009
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OoooooOOOOOoooo!

CP_Muschio is a 5CP Push map much like Well, Granary and Freight set in the heart of Venice, Italy... or some conception of it. Both teams try and take control of the Rialto Bridge across the main canal, and then fight it out in the diverse back streets and canals until reaching the team's base, a grand museum!

Thanks to...
SiniStarR and Acumen for their fantastic record player model!
The BulletCrops Project for their excellent models and textures!
Rexy for his jamtastic Dogbread models!
Seba for his delightfully evil Evil Lair Accessories!
 
Last edited:

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
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I see no stairs up to this little area. - just a thought.

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sight line (one of 2)

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(due to deep water)

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(also small narrow door ways, hard to pass through when in mid air! >:C)

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Over all, I love the feel of the map, it's just very cramped, un-sniper friendly.

Keep up dat good work. :D
 

Micnax

Back from the dead (again)
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Apr 25, 2009
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Updated the map with health and ammo kits I forgot to include in the original version, I knew I forgot something from it.

The brushwork looks great, I love it, but wouldn't the fences be better as models?
Can't wait to try it out!
I really like the architecture and brushwork you can see going on in those pictures, looks really nice! :)
I always loved the design and style of buildings and objects in Venice, so it's really fun making it. And I'll try and get the fences into models if I can find a way to convert brushes into them, since I'm a total doofus when it comes to modelling.
 

ricardojvc6

L6: Sharp Member
Jun 8, 2009
268
66
I got like *shocked* in a diferent way, call this cp_veneza. Its just amazing the way you created it xD
 

Micnax

Back from the dead (again)
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Apr 25, 2009
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Updated to Alpha 2!

Changes:

- Added boats in the water around the mid point, they contain health and ammo.
- Added a new route to the left of the bridge to team bases up to the unused ledge in the first courtyard.
- Added stairs from water around the last cap points for easier access.
- The last cap points themselves have been moved to the middle of the courtyard.
- Made the railings in the spawn lower, so you don't have to crouch-jump to get over them.
- Raised the skybox is all areas, Demos and Soldiers can have fun now.
- Made the bridge wider.
- Added optimization, even though it's not very good (Stupid water).
- Expanded a backstreet so you can't see into a team base anymore.
 

Rexy

The Kwisatz Haderach
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Dec 22, 2008
1,798
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In all honesty, I'd hit the drawing board again and start over. It's just cramped pathways and then water fighting. Try looking at another map with this same gametype, cp_oilfield, look at that layout and see how it works.
 

Ravidge

Grand Vizier
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May 14, 2008
1,544
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In all honesty, I'd hit the drawing board again and start over. It's just cramped pathways and then water fighting. Try looking at another map with this same gametype, cp_oilfield, look at that layout and see how it works.

Gonna second this, I came here to post pretty much the same thing.
It's cramped and small and for some reason the fps hits rock bottom at mid.

A complete rework of the layout is what I recommend. And remember that 128 unit wide corridors are bad.
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
Gonna second this, I came here to post pretty much the same thing.
It's cramped and small and for some reason the fps hits rock bottom at mid.

A complete rework of the layout is what I recommend. And remember that 128 unit wide corridors are bad.

gotta agree, that map looks amazing, but it's too cramped and doesnt support much teamwork.
 

Micnax

Back from the dead (again)
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Apr 25, 2009
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Updated to Alpha 3!
- Redesigned the entire layout of the map (excluding the central bridge and waterway). Hopefully this bigger and open design will be better than last time. This also includes more back passages to escape and flank, along with much more height variation.
- Changed from 3CP to 5CP
- Basic health and ammo laid out
- SIGNS! Finally, you know where you're going!
- DETAIL! Now looking 200% sexier than Alpha 2!
- OPTIMIZATION! No more horrible jittering and lag from the sexy detail!

Download: http://forums.tf2maps.net/downloads.php?do=file&id=4407
 

waxpax

L5: Dapper Member
Feb 25, 2011
238
151
You can't exit Red spawn at the start of the map, or, at least I couldn't when I just started this map on a local server.
 

Micnax

Back from the dead (again)
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Apr 25, 2009
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Thanks, seems I messed up the triggers on the spawn doors.

Fixes added to Alpha 3
- Fixed some door triggers from copying sides over
- Fixed some odd coloured overlays from copying sides over
- Spawn rooms have been made bigger
- Special Italian-style easter egg!

Download: http://forums.tf2maps.net/downloads.php?do=file&id=4407
 

Harribo

aa
Nov 1, 2009
871
851
People including me had quite a hard time working out the layout, I think it's because the each side of map is uniformly textured in blue/red and grey, so people are relying on landmarks in the map, the tiny little bridges, and there are quite a few of them which confuses you even more, maybe make some of the large brush block the paths go around different colours or even stick a pyramid on top to help people know the orientation. There were a couple times where I would walk past my team mates walking back to spawn while they were trying to get to mid.

Also although we didn't have this problem, middle looks like demo spam heaven, just something you might want to keep an eye on
 
Apr 13, 2009
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I left feedback with the annotation system, I'll try to explain here :
Overall, I think the map feels too large. Too many long, narrow corridors, these should be shorter. An those large transition areas are largely devoid of health and metal, making fighting there a bit of a chore.
The layout can be a little tricky to work out at first, once you understand tha 'A' stands for mid and 'C' for last it becomes easier to navigate.
All control points can be completely bypassed, either by one of many sideroutes or by the water, which often leads to backcaps, this isn't very satisfying.
The lack of forward spawns means it's very difficult to establish a foothold beyond mid. The ony way to win the map seems to be a steamroll push from mid to last, forward spawns would fix this.

On the bright side, the control point designs themselves play fine (to me), though the bridge at mid should be wider overall (f*ck realism) and I like what you're doing with the theme, but I think you should scrap the map, copy the control points and spawns, and work out a better layout from there.
 

Codename22

L1: Registered
Sep 16, 2008
46
21
Me too found that the layout had some issues.
The side routes feel like a maze of small long corridors, that lead in circles around point B instead of guiding to the next point.
These small corridors makes the map feel very cramped while on other points they are so long they create huge sight lines.
Also the quickest way to C is by going immediately right out of spawn, which doesn't feel like a main route to the mid but rather something that should be a side route to B. But this way you can go to C while completely bypassing B.
I agree with the posts above and suggest you make a new layout with the same points.
Take in mind that you should guide the players trough the map so make sure there is some kind of main route that leads to all the points and build side routes around there.

Also the water isn't deep enough to put fire out which is highly annoying to players. I understand that you don't want too much deep water because otherwise it would make the pyros redundant in such a map but you can vary a bit by making big, deep water areas and have shallow canals. As long as it is obvious to the players what is deep enough and what is not.
 

Mexican Apple Thief

L3: Junior Member<br>LEAD FARMER
Aug 23, 2008
345
60
I noticed you have the colors in your banner out of order.

Sorry, this is not very helpful is it. But hey, looks pretty, deserves a bump anyway.
 

Micnax

Back from the dead (again)
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Apr 25, 2009
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MAP HAS BEEN UPDATED!

Alpha Quattro:
- Forward Spawns! Each team gets a new spawn room directly near the bridge after capping the central point.
- Bridge made wider to give players some more room to fight on.
- Added better signage. Now using the metal signs instead of the stupid A, B and C decals to help players around.
- Made the water deeper, as no-one could put out Pyro flames by using it. Hopefully it's a good balance between letting people live and Pyro being horribly useless.
- Removed the direct route from outside spawn to the central cap, so players have to take the route past the second-to-last cap.
- Removed the useless water route around the back area of the map.
- Added more health and ammo packs, including adjusting the health packs on the bridge from mediums to smalls.
- Adjusted some areas around the second to last cap points, new route up to the higher level through the tunnels and removed a part of the fencing to guide players to the central cap point from spawn.
- Adjusted the positions of the boats in the central river to block a massive sightline from side-to-side.
- Adjusted the display cases in the museum with player clips for Engineers to easily build sentry guns on.