CP Bee Cave

sniprpenguin

L6: Sharp Member
Mar 14, 2008
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258
Deep in the heart of Texas, two teams fight over the mining complex at Bee Cave.

Enough back story.

A multi-stage A/D map with a different layout. The first 3 stages have 1 point each and are in a random order. The last stage has 2 points. Blue team must capture all 5 to win.

Some bigger questions:

*Does having 1 point a stage work?
*Having 4 stages with set-up times might drag along. Is this so?
*Is it all right for me to use Bee Cave?
 
Last edited:
Apr 13, 2009
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Your alpha texturing and blocky architecture give off a TFC vibe :p
1 point stages ? That can work I guess, I don't know if it won't feel a little too hacked though, but at least it's likely that RED stands a chance to win at every capture.
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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The problem that Loc pointed out is serious; I may have found a solution, but I'm not sure if it will be contest-approved: in order for BLU to advance onto the final stage, they must capture at least one stage beforehand. For every 1CP stage taken by BLU, they get an extra route out of spawn at the beginning of the final stage. Just remember, if you're going to use this idea, BLU needs to be able to successfully assault the final even with only one prerequisite stage taken.
 

tyler

aa
Sep 11, 2013
5,102
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The problem that Loc pointed out is serious; I may have found a solution, but I'm not sure if it will be contest-approved: in order for BLU to advance onto the final stage, they must capture at least one stage beforehand. For every 1CP stage taken by BLU, they get an extra route out of spawn at the beginning of the final stage. Just remember, if you're going to use this idea, BLU needs to be able to successfully assault the final even with only one prerequisite stage taken.

Do this and I won't hate you.
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
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That's just like cp_Steel.
Actually, one point might work well. Hydro is sort of one point, but you'll have to keep in mind that the capture should be harder. People won't enjoy the map if BLU wins each stage in 2 minutes. Make 6 minutes for a capture.
 

Sgt Frag

L14: Epic Member
May 20, 2008
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The one point per stage thing might not go over well.

If each round takes 5 minutes (which isn't a long round) then the entire map would take almost 1/2 hour per team. Seems maybe long winded.
If each round is capped too quick 5 steamrolls wouldn't be fun.

I think a steel set-up, or closer to might be better. More fun if one point is capped in a minute and you still get to play for 5 defending the second point...
Plus all the set-up times would get a bit much and without them you punish engies.

How about having it all one stage, but maybe only 2 open to start. Capping one opens another so there are still 2 choices... Get 3-4 open THEN last opens.

Would be easier to control gates, would allow engies to dig in, would give Blu another option is one point is too hard.
 

sniprpenguin

L6: Sharp Member
Mar 14, 2008
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258
I should point out that yes, Red team has the advantage always.

In 5 games with bots, Blu capped a point once. With players, no points were ever taken in 4 or 5 matches. That may be due to map problems, and we'll see in tomorrow's gameday. But I half-planned it to be that hard.

As for suggestions,

The problem that Loc pointed out is serious; I may have found a solution, but I'm not sure if it will be contest-approved: in order for BLU to advance onto the final stage, they must capture at least one stage beforehand. For every 1CP stage taken by BLU, they get an extra route out of spawn at the beginning of the final stage. Just remember, if you're going to use this idea, BLU needs to be able to successfully assault the final even with only one prerequisite stage taken.

Interesting, but how do the rounds work? I don't mean how they would be programmed, but if I'm reading this right, all the rounds are to be played, even if Blue fails. That's counter-intuitive, and I don't like the idea myself. Unless you meant more along the lines of:

The one point per stage thing might not go over well.

If each round takes 5 minutes (which isn't a long round) then the entire map would take almost 1/2 hour per team. Seems maybe long winded.
If each round is capped too quick 5 steamrolls wouldn't be fun.

I think a steel set-up, or closer to might be better. More fun if one point is capped in a minute and you still get to play for 5 defending the second point...
Plus all the set-up times would get a bit much and without them you punish engies.

How about having it all one stage, but maybe only 2 open to start. Capping one opens another so there are still 2 choices... Get 3-4 open THEN last opens.

Would be easier to control gates, would allow engies to dig in, would give Blu another option is one point is too hard.

I definitely like the last idea (cyclical point structure), but this would NOT be contest-approved by a long shot and would not work with this layout.

As for the suggestions to make it like cp_steel... I'm not ecstatic at the idea of rehauling the map to do it, but I'm not throwing the idea out, either. I'm just worried that I'll get complaints of "This is just like Steel".



Don't get me wrong, I'm loving the feedback. But I feel like I'm acting like SWATY, rejecting all of this. :c
 

Sgt Frag

L14: Epic Member
May 20, 2008
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1st, I have no prob if you reject my ideas, it's your map ;)

2nd, I think making it overly difficult for Blu on purpose is a mistake. People will get to know that they always lose on Blu = NO FUN. And likewise, not having much chance of losing on Red is equally no fun. That is the major aspect of fun and challenge, being able to win or lose.

------
I suggested Steel because it is closest to what I was thinking. But if Final cap IS NOT in the equation it would change up the game play and be fun. And steel (pun intended), steel is fun and a lot of people like it. So using that game play isn't a bad thing, in fact probably good as it's the map I know of with that game type.

Anyway, it came to mind because your overhead shot looks like it could be changed towards that game mode fairly easily. Move the areas closer, add tunnels, probably put Blu spawn in the middle so it could branch out easier.
But that's just from a quick look...

I see no reason why having points cap a little different but close to steel would disqualify the map. It's a CP contest and adjustments to official modes are allowed. Steel is official, the only real difference would be NOT allowing cap on last point right out the gate, but instead allowing any 2 early points to be capped (instead of 1 early and last point through the entire game.)
 

Dr Forrester

L2: Junior Member
Aug 15, 2008
60
23
I would say that a steel type setup would actually be kind of refreshing... the only other map I've really seen do anything like that is Observatory, and it has the issue of being a Gravelpit style map.

Steel being my personal favorite A/D CP map because of all the feints/flanking you can do as blue, and the sense of "we hold them here or we fall" that it tends to instill into red. Most A/D maps I would much rather be the attacker than the defender, but steel is one of those exceptions where I love being on both.

Just my 2¢
 

sniprpenguin

L6: Sharp Member
Mar 14, 2008
266
258
A2 released. Still not going with a Steel set-up, yet.

Added a cave, still working on bees.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Just from glancing at screenshots I can see you have a lot of potential here. I really like the amount of 45 degree angles you have. As you detail look for even more opportunities to go "off the square."