CP_Dryer

Earl

L6: Sharp Member
Dec 21, 2007
284
38
UPDATE: 5/11/08

Beta2 Release!

http://forums.tf2maps.net/downloads.php?do=file&id=368



UPDATE: 2/25/08

Beta 1 release!!, download it here:
http://www.fpsbanana.com/maps/47486

The culmination of 2 months effort!

Here's a bunch of screenshots:

cp_dryer_b10031.jpg

cp_dryer_b10018.jpg

cp_dryer_b10015.jpg

cp_dryer_b10030.jpg




Other screens:
http://www.photodump.com/Anonymous/cp_dryer_b10022.html
http://www.photodump.com/Anonymous/cp_dryer_b10037.html
http://www.photodump.com/Anonymous/cp_dryer_b10036.html
http://www.photodump.com/Anonymous/cp_dryer_b10035.html
http://www.photodump.com/Anonymous/cp_dryer_b10034.html
http://www.photodump.com/Anonymous/cp_dryer_b10033.html
http://www.photodump.com/Anonymous/cp_dryer_b10032.html
http://www.photodump.com/Anonymous/cp_dryer_b10031.html
http://www.photodump.com/Anonymous/cp_dryer_b10030.html
http://www.photodump.com/Anonymous/cp_dryer_b10029.html
http://www.photodump.com/Anonymous/cp_dryer_b10028.html
http://www.photodump.com/Anonymous/cp_dryer_b10027.html
http://www.photodump.com/Anonymous/cp_dryer_b10026.html
http://www.photodump.com/Anonymous/cp_dryer_b10025.html
http://www.photodump.com/Anonymous/cp_dryer_b10024.html
http://www.photodump.com/Anonymous/cp_dryer_b10023.html
http://www.photodump.com/Anonymous/cp_dryer_b10021.html
http://www.photodump.com/Anonymous/cp_dryer_b10014.html
http://www.photodump.com/Anonymous/cp_dryer_b10015.html
http://www.photodump.com/Anonymous/cp_dryer_b10016.html
http://www.photodump.com/Anonymous/cp_dryer_b10017.html
http://www.photodump.com/Anonymous/cp_dryer_b10018.html
http://www.photodump.com/Anonymous/cp_dryer_b10019.html


Original Post:

CP_Dryer

I'm trying to blend elements from Granary, Well, 2Fort, as well as elements from the farm I grew up on into this map. It's almost ready for release as a b1, just need to fix a couple weird things and add a bit more detail.

Old Screenshots:
http://img208.imageshack.us/img208/7360/cpdryerb10002kg5.jpg
http://img441.imageshack.us/img441/5927/cpdryerb10003xq2.jpg
http://img299.imageshack.us/img299/7579/cpdryerb10006pq1.jpg
http://img401.imageshack.us/img401/7725/cpdryerb10007dj0.jpg
http://img208.imageshack.us/img208/3859/cpdryerb10000ft6.jpg
http://img299.imageshack.us/img299/7120/cpdryerb10008dl6.jpg
http://img401.imageshack.us/img401/7193/cpdryerb10013dq3.jpg

Comments, criticisms?
 
Last edited:

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
The map looks good. a few things to critique on though..

The map looks far to open and large. Engs, heavys, pyros are going to have one heck of a time. Possibly add more props, buildings to allow better class balance

Possibly make your ground a displacement to add some "depth" to it, cut down its repetitiveness.

In general the brush work is nice, scale looks spot on as well, but i get a big empty lonely feeling when looking at those screenshots *2 and 3*
 

Earl

L6: Sharp Member
Dec 21, 2007
284
38
Thanks for the advice.

I realized in advance that it was way too open and desolate. (Luckily its still a WIP). Im in the process of adding more props/brushwork/decals in order to make it more closed and homey.

My ground already is made up of many displacement patches, its just a matter of me figuring out how to add depth in the right way. Im probably going to add some canals on the sides or something. I'm thinking of having some of the buildings by the 1st red CP (screenshot 3) be raised a bit.
 

Earl

L6: Sharp Member
Dec 21, 2007
284
38
This map is soon to be added to RenedageHeroes TF2:

8.6.15.83:27015

Playtesting later tonight.
 

Earl

L6: Sharp Member
Dec 21, 2007
284
38
After playtesting with about 16-20 people here's what I've concluded:

1. Map is too large. Everyone wants to be scout to get from point A to point B. I'm thinking of scaling down distances between buildings and some buildings themselves.

2. BLU has the advantage. They can get to the center faster, and hold it. I was also disappointed because the blu side has the more interesting architecture, and all the battles were happening on the red side.

3. The capture times might need to be tweaked a little, maybe shorter in the mid, and longer at the 2nd's

4. Too much health, scouts have a major advantage because they can just zip to the nearest healthpack.
 

Earl

L6: Sharp Member
Dec 21, 2007
284
38
After a couple months of being too busy to work on it, I'm very near a _b2 release. Here's some screenshots. Some changes:

- Compressed the layout a bit - playable area is now ~10,000 by ~2500, down from ~12,000 by ~3000
- Redesigned the red cap1 area
- Added overhead catwalks to the red side, similar to blu side, removed underground tunnel
- Redesigned the middle cap area
- Changed positions of forward spawns.
- Clipped off some roofs, allowed easy access to others


 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
Very nice work! I'll be downloading this as soon as you release your next beta!
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
I was going to add my 2 cents, but it looks like you've already fixed much of the expanse problem.

Try tossing a few of those train containers into the map, it worked for me.
 

Fingersniffer

L1: Registered
Feb 15, 2008
40
0
Your buildings look good, though the ground outside still looks too.....perfect. Could maybe do with some displacement, as Youme said. :)
 

Earl

L6: Sharp Member
Dec 21, 2007
284
38
Well after playing it with ~10-12 people it seems the size issues have been solved. Scouts no longer dominate, and all classes seem to be good to play. It was even playable 3v3 as people were downloading it.

I did try to put some displacement to the ground, but its hard without making it look weird. All of my ground is already displacement. One of the issues is that the real life location parts of this map are based on is completely flat for miles in each direction.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
I just played this map and here is my 2cents before bed.

The forward spawns dont seem to work. There are no setup gates, so faster classes can easily get to the CP first instead of everyone being ready, like in valves Well.
Those were the bad points.

Speaking of Well, this map feels like Granary and Wells love child if you dont mind me saying :)

The good points being it ran smooth, looked great, and it was fun to play although it was only 4v4 (played it pretty late).
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I played a bit yesterday but it was 2 on 2 or 2 on 3. Hard to get a good feel for a map like that play-wise.

I thought it looked pretty good, no complaints on visuals really.

I'd have to give the ground a good look as it didn't stand out to me but displacements always help. I've played that map Redstone a bit lately and the dirt is COMPLETELY flat. That's something that really stands out to me.
Even in an area where the terrain is 'completely flat' the dirt never is. There are always bumps and dips...
Probably what your map needs is just simple minor displacements. Make you brush size large and the power really small. then go around and 'paint in circles' really fast. That's make smooth bumps/dips randomly. I think it looks really good when the ground along buildings is wavey, it breaks up the straight lines and really contrasts the hard edges of the buildings.