My contest contender: cp_spywinder

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Thank you for the comments and especially the compliments! I saw the demos and found them very useful.

In next version:
Little bit more optimization
Signs directing players from the forward spawn
Reducing the size of the healthpack in the middle of the map

Possibilities: (please comment)
Move middle cp to the middle of the bridge
Add a 1-way door in the stairwell leading into the cleanroom/middle cp

Thanks everyone for testing!
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
the final cps seem fine navigation wise, i'll gladly admit i only learnt how to get to the middle cp using the stairs in the final game (having played the map twice now)

there just something about it being angled that totally throws me off navigation wise,

i still feel that there is too much detail - especially props, it actually makes it quite hard to get your bearings sometimes, its rare you can say a map is too detailed but i think a little less clutter and definition to the level boundaries would aid peoples navigation.

the water areas with the side railings right on the edges made it awkard sometimes to actually find that little spot to get out on

and you can demo jump ontop of the roof at the middle cp - it could be a nice little camping spot,

apart from that i enjoyed it , fps was waaay up and we had some decent frantic games
 

Earl

L6: Sharp Member
Dec 21, 2007
284
38
We added this to our clan server. It plays pretty nicely, and looks great, it got good reviews. It's a good map for 3v3 to 6v6, we didn't get a chance to play it with a more full server, unfortunately.

Server IP is 8.6.15.83:27015
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
We added this to our clan server. It plays pretty nicely, and looks great, it got good reviews. It's a good map for 3v3 to 6v6, we didn't get a chance to play it with a more full server, unfortunately.

Server IP is 8.6.15.83:27015

Thanks! Love to hear any input.

NEW VERSION:
cp_spywinder_gamedayx (Come play this weekend!)
Changes:
Optimization
Detail tweaking/removal
Paths changed a little
New scout routes
Clipping
Custom decals (you may like or you may not, this weekend decides whether I keep 'em or not)

Screenshots:
cpspywindergamedayx0000vk8.jpg


cpspywindergamedayx0001ax7.jpg


cpspywindergamedayx0002ln9.jpg


cpspywindergamedayx0003be8.jpg



DL and enjoy: cp_spywinder_gamedayx
 
Last edited:

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
It's the map, we were playing it on our server, it crashes also. I had to remove it from the cycle.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
also...the central cp worked better off to the one side, its now far too easy for the 1st team that gets it to keep it, all it takes is a good sniper to snipe from the spawn room
on that note...the middle spawn room seems a bit close to the mid point anyways, maybe if the central point took a bit less time to cap? Would certainly make the stalemates a bit less likely.
 
Dec 25, 2007
566
439
Yeah, seems like something went screwy with this version compared to the previous game day's version, which didn't crash as far as I remember. Hope you can get that sorted. Otherwise, I second MrAlBobo's comments about the central CP.
 

tedrock

L2: Junior Member
Apr 20, 2008
79
8
i was no clipping around the map (looking at the buoys thing you told me about, which works out nicely!) and i noticed if i was blue and inside the red spawn area i could see all the trigger brushes on the inside and the same holds true if i am red inside blues spawn. now obviously the opposing team wouldn't normally see the door from this side but is that normal? also the red exit door in the swift water triggers for blue from the inside. something again that blue wouldn't normally be doing but something i noticed while zooming around.

thanks for showing me the buoys idea.
 

tedrock

L2: Junior Member
Apr 20, 2008
79
8
i was no clipping around the map (looking at the buoys thing you told me about, which works out nicely!) and i noticed if i was blue and inside the red spawn area i could see all the trigger brushes on the inside and the same holds true if i am red inside blues spawn. now obviously the opposing team wouldn't normally see the door from this side but is that normal? also the red exit door in the swift water triggers for blue from the inside. something again that blue wouldn't normally be doing but something i noticed while zooming around.

thanks for showing me the buoys idea.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
I played this on gameday and it unfortunatly crashed the server like 3 times. I had a huge list of errors in the console too. I think you are over the hammer limit somewhere once players are thrown into the mix.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Well, I tried to fix what I could. Still not sure if this continues to crash. But, here's the latest build
Contest (read:not final but close to it) version. Here's the link:
http://forums.tf2maps.net/downloads.php?do=file&id=348
Inspiration (Thanks to ChronoTriggerFan):

Screenshots:
cpspywinderc0000fj7.jpg


Thank yous go out to the entire TF2Maps community for helping with everything, Colt and his crew for hosting, and Captain for his artwork which can be seen on some of my custom overlays.

I really hope I'm not wasting everyone's time with another map that inexplicably crashes.
This will be played on Gameday and has been added to the rotation at the Tf2maps.net server.

Thanks all
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Why is it that in the 8th screen shot there is a hose pipe bolted on a window?

Obviously so that, in case of emergency need of a hose, one can break the glass from outside to retrieve it. ::p:

Why is the blue map texture backwards in that screenshot?
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Yesterday we had a map test, the last version crash our server again.
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Yes it was this version.