CP Hyperion

Aug 10, 2009
1,240
399
Welcome to the thread for cp_hyperion! Let's get this to a beta that's really fun to play!

Hey guys thanks for taking the time to check out my new contest map! This name's been given to a few previous iterations of maps for this contest, but now it sits with this current map.

I've never really delved into A/D before, for a reason. I really like the deathmatch aspect of TF2. Call me bad, but I enjoy slaying way more than I do the objective. That's probably the only reason why I am in deep love with plr_pipeline, it's pretty much the only map I play anymore. As a result, a lot of my maps are designed so that players can simultaneously play the objective, but when they get mad, they can get their K/D back up. My other two currently active maps, koth_zero_g and push_thunderclap are examples of this.

I sort of visualize the leeway maps give as a gradient of two colors, let's say for hypothetically the colors are white and black. With dustbowl, both colors wouldn't fade and would come right up against each other, and a fraction of the gradient between them would be fading. How to interpret this? In the map, each team is pressed up against each other, and there's a very small fractional place where people can kill each other and fight without getting decimated by a bunch of other players all in the same place. It's kind of like how much each team can integrate with each other.

In this respect, pipeline has a very smooth and broad gradient. When I play it, I spend lots of time running around my spawn, and the enemies spawn. I'm able to be all over the map, and I don't have to worry about running into the 'line of attack', or where all the players are concentrated, trying to push the carts. The more linear a map gets, the harder it is to avoid this line.

So hyperion could be considered something of an experiment. I don't know if I'll be able to map a really hard core objective map, where players are forced too push, so I'm probably going to find myself walking a line between too much deathmatch and too much objective. Please please please mention which parts of the map are which to me, so that I can negotiate the best balance I can make.

So get out there! Go playtest the map, and get feedback back here :O, because I'll need it. I need to stress this: this map is going to be shaped as much by your efforts as mine.
 
Last edited:

RagnarHomsar

L2: Junior Member
Aug 22, 2010
59
19
http://dl.dropbox.com/u/8974580/hl2 2011-03-05 23-15-13-21.png - Something's up with the glass here. It makes the skybox look improperly constructed.

http://dl.dropbox.com/u/8974580/hl2 2011-03-05 23-18-12-93.png - Really big visual glitch with the skybox here.

http://dl.dropbox.com/u/8974580/hl2 2011-03-05 23-19-26-59.png - A ramp would probably fit here.

http://dl.dropbox.com/u/8974580/hl2 2011-03-05 23-20-15-09.png - The two brushes I circled: it's easy to get inadvertantly blocked by them while walking through the doors.

http://dl.dropbox.com/u/8974580/hl2 2011-03-05 23-22-41-60.png - Same thing here.

http://dl.dropbox.com/u/8974580/hl2 2011-03-05 23-27-43-70.png - Here too. Either get rid of the brush that can catch me or widen it to make cover. I'd prefer the latter.

http://dl.dropbox.com/u/8974580/hl2 2011-03-05 23-21-41-61.png - Console spam. You probably need to remove anything associated with the 2nd and 3rd rounds.

http://dl.dropbox.com/u/8974580/hl2 2011-03-05 23-23-06-56.png - Probably just me, but I'd prefer to walk on a ramp as opposed to jump on boxes.

http://dl.dropbox.com/u/8974580/hl2 2011-03-05 23-23-59-62.png - Why's there a door in one spot but not the other?

http://dl.dropbox.com/u/8974580/hl2 2011-03-05 23-26-47-75.png - Is there any point to this box?

http://dl.dropbox.com/u/8974580/hl2 2011-03-05 23-27-13-12.png - Just kind of looks weird.

http://dl.dropbox.com/u/8974580/hl2 2011-03-05 23-25-09-48.png - Something I noticed: there's essentially only 2 ways onto A. Through the path on the right or up that ramp. Both can probably be easily locked down by an Engineer. Adding a route through the left side would probably be a good idea.
 
Aug 10, 2009
1,240
399
A little update to cp_hyperion_a1b. Download it, check it out, tell me what you think :)

Changelog
+ Fixed map going to second and third rounds
+ Increased first capture points time
+ Added a pre-round trigger_gravity in blues spawn room to amuse them
+ Changed the map according to many of the above suggestions :)
 
Aug 10, 2009
1,240
399
Hyperion is now very different, because cp_hyperion_a1b has been updated to cp_hyperion5_a2!

What does that 5 stand for? Download and figure it out! Alternatively, just read the rest of the post :O

Hyperion has been made into a 5CP map! I brought some screenies, too :)

The old final point from the A/D versions of hyperion, a1 and a1b, is now the final point of the 5CP.
cp_hyperion5_a20000.jpg


A shot from the second/fourth point, looking at the mid building.
cp_hyperion5_a20001.jpg


A slightly offset overhead view of the middle CP (in grey) and the red and blue CPs near it. Note that any roof textured with the grey small gridded dev texture is a ceiling for something.
cp_hyperion5_a20003.jpg


Speaking of overheads, here is one of the whole map :D
cp_hyperion5_a20006.jpg


Finally, an informational picture showing the layout of the final capture point from above. Blue or Red spawn on the far left.
cp_hyperion5_a20004.jpg


Thanks for checking out the thread guys! It's a bit of a rarity in the contest section, especially for me :p

Download link in case you missed it :)