CP Process

RagnarHomsar

L2: Junior Member
Aug 22, 2010
59
19
S1_A4 NOW FINISHED AND DOWNLOADABLE.

Hey look, that guy who's played on the TF2M servers for a few months now finally decided to make an actual map.

CP_Process is going to be a 3-stage Attack/Defense Control Point map. The current planned theme is an Industrial gravel processing facility. Right now though, it's just dev textures with two gravel piles, a few trucks, and 3 storage containers.

At the moment, I only have Stage 1 planned out, and I'd like to get its layout as good as it can be before moving on to Stage 2.

Any and all constructive feedback is appreciated.
 
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red_flame586

L420: High Member
Apr 19, 2009
437
122
Doesn't look to bad, though your concerns about sightlines may be true.

Otherwise, I can't see to many problems, i have no idea about the layout though, If you could put in an overhead shot of the entire map, it would make it a lot easier for us to give you criticism.
 

skinnynerd

L2: Junior Member
Sep 17, 2010
57
14
I can see the tops of the faces in your overhead screenshot. This means that either you have a leak, or that you are compiling that map in a big box. It looks like the map is simple enough that you can get away with that in this version, but in the future all of the areas should be sealed with skybox to prevent vis from "seeing" over them.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Looks flat and boring; add some height differences.
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
I've been bored and decided to scribble all over your overhead shot... You can pretend if it makes any sense if you want.

Overhead%20views.jpg


There are a few sightlines in green, i'm unsure of how serious they are, though the one that goes the entire length of the map across the point could be quite dangerous.

The red area is very far out of the way, and doesn't really offer the red or the blue team any particular advantage over a head on assault. Maybe if you added a height advantage with cover, from which both red and blue could defend and attack from effectively, it might be a bit nicer an option.

In the Light blue, this area with the truck and the pile of dirt is to tight, and neither the attackers or defenders will go through there much, with the attackers going over the top, and defenders most likely sitting back at the point without trying to push blue back to their base

The yellow also gives blue to much of an advantage on this first point, putting them right out opposite the point with a completely covered and easy route all the way down.

The Dark blue area is the final thing, The crates up the top provide a huge advantage to blue (though the tiny gap does make it harder to get down), over the fact that they've already got the height advantage. It's also very difficult for red to get up there to try and push blue back, having to run past the door to blues front entrance, through the tight part with the trucks, around the corner, before getting up the top, providing blue with many opurtunities to stop them.

One last thing, the map looks very flat, with only very few areas of height variation. You should probably consider changing some of the height in the map, giving the defenders a height advantage without making it impossible for blue.

Please don't consider this huge spiel anything against your map or yourself. I think it's very good go for an early map and unlike others, is defiantly fixable. I'm only trying to help you improve this and your future maps.
Also, this is looking at it from how it looks like it plays out, I'd have no idea on what the actual gameplay will be like apart from looking at stuff that's been similar to other maps and how they've played out.
 
Mar 23, 2010
1,872
1,696
imo the layout is sorta kinda fun. before any layout "changes", i'd completely scale down the map.
 

RagnarHomsar

L2: Junior Member
Aug 22, 2010
59
19
http://dl.dropbox.com/u/8974580/TF2/cp_process_s1_a4.bsp.bz2

Published S1_A4 to Dropbox and here. No new screenshots because I'm in a hurry to get this out here, but the changes can best be summed up as cleaned-up brushwork (a lot of it under the playable area for VMF organization sake), the map's no longer sealed in a gigantic skybox-textured box, and I pushed the BLU higher ground spawn to get rid of more unneeded space.

Changelog:
http://dl.dropbox.com/u/8974580/TF2/cp_process_changelog.txt
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You have a lot of high places and very few ways of getting to them. This makes it incredibly difficult for spies to zap sentry positions up there.

You slopes are too steap too. You have 1:1 ratio, when you should be using at least 2:3 or 1:2.

You're using a lot of crates for cover, try and be a little more creative.

Your map could probably do with a little more ammo too. Engi's generally setup outside their spawn and then moved their gear up. Spy's had limited cloaking, although i have to admit it wasn't impossible (more spies would have probably made things worse). Ran out of ammo as heavy a couple times.