Corrode

PL Corrode RC2

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Jan 20, 2010
1,317
902
Version: RC1
On The Workshop.

CorrodePromo.jpg


Would you believe that Corrode has been in development over 5 years? I made the very first sketch of Corrode right before my 21st birthday. After making a handful of fairly terrible maps, I decided it was time to get serious and really make something ambitious.

From the very beginning I intended to make a dilapidated hydro-electric plant that was actually hiding a nuclear plant. You can see, from my very first alpha that it was all essentially there already:

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The first playtest was grueling, but it was successful.

Part of what inspired Corrode was reading Grazr's incredible tutorial on Scale which he had posted just a few months before I started Corrode. (If any of you are getting started mapping, that should be one of the first tutorials you read.) I wanted to make Corrode and emphasize the scale of things as best I could and take advantage of vertical space. Whether or not I was successful is debatable. It honestly would've been much easier to do had I not primarily confined myself to interior spaces, but I am quite happy with it.

One of the biggest turning points when creating the map was meeting Gooba the Viking. Some of you may remember him for making a Artpass contest map that Valve mentioned when they announced the winners. He graciously allowed me to use his textures in my map as well as making some incredible paint-overs of Corrode. These paint-overs served as a great visual inspiration for 2 parts of the map.

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I cannot thank him enough. It really gives Corrode an unique look which I believe is one of its biggest strengths.

Another huge help were my good friends at Playstuff. Corrode was playtested endlessly by them. Not only that, but many Playstuffians helped me in even more impressive ways! Like Equinoxo, for instance, modeled the entire reactor for the last point, light shafts and all! I can say for an absolute fact that it is the most impressive part of Corrode and his hard work was well worth it.

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I also have to thank Seba for modeling the broken metal roof right after CP A as well as the collapsing concrete floor/roof scene outside red's first spawn and inside red's second spawn.

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This is just going to devolve into thanking people, so here we go.

Also need to thank Booj for making the logic for the cart elevator, which I could not figure out for the life of me. It works flawlessly and I love it. In fact, I love it so much I added it onto my other map Crag!

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I absolutely must thank Boylee from Playstuff. Not only has he been a well of encouragement from Day 1, he also detailed a couple rooms in Corrode as well as reworking the displacements.

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^He detailed this room.

Of course, Fubar. If he hadn't prodded me just a few months ago, I would not be here right now. He also made the explosion animation for the final point, which is just amazing and I can't wait for you guys to see it. I don't really have a good picture of the explosion, so you'll just have to play it to see!

There's a few other people that helped in less visible but just as important ways!

Yyler, who is both meticulous and insane. He has been very encouraging at all times, being my own personal Shia LeBouf. He also did a very productive check of the current version of Corrode that fixed a lot of problems with it.

My awesome IRL friend ElectricEidolon who, much like Yyler, is a constant well of encouragement.

Post Script from Playstuff for much the same reasons, also for being a cheeky bastard.

Just, once again, Playstuff in general. I have never met a more welcoming, more European group of friends.

Can't forget TF2Maps. I make no illusions that I've had my rough times with all you buggers, but it has overall been a very positive experience! If it was not for this site and the wealth of knowledge it contained, I would not be making maps today. I love all of you, warts and all.

And, to Valve as well, who I am sure will be looking here to make sure I mention them. :p They gave me great feedback on Corrode back in the day which really helped me discover what exactly I've been doing wrong and how to fix it. It took me significantly too long to actually heed their advice.

They did suggest I make the map shorter, though, which didn't happen... they're probably right, but here we are!

Corrode's track is 50% longer than Badwater. It took 5 years to make. Countless hours. 6 people working on it in some capacity. 111 custom models. Lord knows what else. But here it is!
 
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red_flame586

L420: High Member
Apr 19, 2009
437
122
Looks nice, I probably wouldn't go with niks idea and eat it, but, well... Nik eats everything...

Other than that, It looks pretty cool. I think the bit around the pool of acid looking stuff looks a bit tight and annoying. But then again, I am the one who tells people their arena maps too small then makes a 5cp which is even smaller.
 

Da_Man

L4: Comfortable Member
Aug 23, 2009
173
39
If I can't dive into the nuclear waste and kill myself, I am going to be very cross with you.

Other than the fact it seems a little too open, looks good.
 
Jan 20, 2010
1,317
902
If I can't dive into the nuclear waste and kill myself, I am going to be very cross with you.

Other than the fact it seems a little too open, looks good.

You can. In fact, there is a health pack RIGHT on the edge of the nuclear waste pit that I affectionately call the "Troll Pack."
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Too much attention to detail, too little attention to the map.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
There was so much wrong with the layout, the details, and everything. It just didn't feel fun.
 
Jan 20, 2010
1,317
902
There was so much wrong with the layout, the details, and everything. It just didn't feel fun.

Constructive feedback is welcome, but "I hate this I hate this so much get rid of it and never make something like this again" is not.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
That's saying that "I'm not going to listen because I don't agree." I'm a very blunt man when I'm angry and your map made me angry. Would you like me to explain why my feedback is so blunt?
 

Trotim

aa
Jul 14, 2009
1,195
1,045
I agree with Nerdboy. Sorry but your best chance is to start again from scratch. The map is like 3x too big and very very flat. Some of the interior parts might be salvageable but trying to improve this map won't amount to anything.
 

RagnarHomsar

L2: Junior Member
Aug 22, 2010
59
19
The fact that out of the 4 or 5 rounds we played on Gameday were successful defenses with maybe half of the rounds even ending with Checkpoint 1 capped should be a good indicator of how hard it is to attack.

I felt the absolute worst area to fight through was the Checkpoint 1 area. If I'm recalling correclty, that's where BLU got stuck about 3/4 of the time. When 4 Engineers set up sentries there one round, the thing became absolute hell to try to push through.

Those gaps between the giant tower things were spots where you could shoot through as well, put a Block Bullets brush there.

Also, the initial RED spawn: more often than not, I'd end up heading in the direction of the last Checkpoints rather than the initial start area during Setup. Put some indication of where to go or relocate the starting RED spawn.
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You need to move RED's advanced spawn back, the cart should never pass the enemy spawn before capping a control point.

Secondly, in this SS: http://forums.tf2maps.net/geek/gars/images/7/0/3/7/pl_corrode_a10003.jpg those white towers, fill in the gaps so it's a solid wall, it should also help performance by cutting line of site to detail.

RED have a major height advantage at CP2 and BLU don't have enough routes to attack besides a tiny vent that is easily camped by stickies and sentries and a large open main route dominated by, well, pretty much every class for RED. The lack of alternative routes allows pyros to completely negate ubers.

You also need to reduce the ammount of ammo available for RED at CP 2. There was a lot of engi sentry nests thanks to all the massive ammo packs, making it incredibly easy and fast to set up a highly defencable position in an already advantageous spot.

Can't really comment on the rest of the map as we only reach the end once in a massive steam roll, but that long curve around the green liquid, you need more space for players. It's easily spammed with explosives and people get stuck against the cart/wall.
 
Sep 1, 2009
573
323
I kinda feel that after playing corrode that:
1. It is overcaled in key areas like right out of the attacker's spawn.
2. That there are ALOT of open sightlines which just allows for wranglers to own
3.Spawn felt to large
4. the bomb passed the spawn and then randomly dropped on top of the spawn D:
 
Sep 1, 2009
573
323
At the end after the rush the cart was pushed to the end and the bomb fell off and randomly landed on the roof of the spawn. Or am I just halusinating that?