CP Exchange

Mar 23, 2010
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Sergis

L666: ])oo]v[
aa
Jul 22, 2009
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i demand last point be stage-like with the tesla thingie on it with env_beam sparkles.
Untitled-59-1.jpg

also either make the layout have the pit again and put the machine over it and detail the pit as the understage area or simply drop everyone on C into a water trap once C is capped.
 
Mar 23, 2010
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<3 that movie

gud playtest i guess. not sure what to do with the C point. leaning towards making it a pit again but not with the staircase in red's spawn, instead there will be shared ways down and what not.

right now, i'm wondering if i should make the map overall smaller. probably won't do anything yet, but the map started out really, really huge and open and i just made the brushes thicker instead of completely rescaling it.

updated to a5:
changed ramp up at A
changed B's walkways on the outside of the point
tried out extending the higher ground out in the middle building (didnt work, reverting)
other stuff
 

Languid

L5: Dapper Member
Oct 9, 2009
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I'd say the map is already quite compact tbh. Compare the arenas to gravelpit and they are quite small really, your connectors are slightly larger but i think it works

Also personally i think that the C of a gravelpit map has to be a tower
 
Mar 23, 2010
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updated to a6: renamed to exchange, reverted B, new C featuring a hill yaaaaaaay

still want to change a few more things with it being a bit too jump friendly. can't have people flying all over the place ya know.

pics in OP
 
Mar 23, 2010
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C is cool. gonna give more health for attackers on the flanks. maybe a dropdown for red in spawn. might add some random holes in the ground for spam and droppin' down too. maaaaaaaybe.

A and B are boring. will probably redo that whole side of the map with more heights.
 
Aug 10, 2009
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Hey sorry for not leaving feedback here before, I've meant to for a while now.

I think the biggest problem with exchange is the map flow. It feels convoluted, like everything is meant to be it's own separate place, but they were bunched together. I guess what I think needs to be done is some refining. I think the routes from one place to another need some cleaning up, so it's more organized. I also think that the point on the attackers left could be remade to be more interesting, which typically for me means that players have more options of how they approach and fight over the point. The point on attackers right isn't bad, but the middle area that's directly in front of attackers spawn seems to defeat the purpose of splitting the teams across A and B, and makes the point on attackers' right easier to cap for the attackers, as they have more routes in (I'd hazard that guess). I'm really not a fan of C. It's interesting to have a drop down to it, but I really hate how it plays out with red engies. I think the point itself could be shrunk down a lot. It feels like to me there's a ton of unused space at the top level (defenders spawn is massive, too). The lower area feels a bit too simple, and way too large. I'd love to see more options for approaching the point, which might mean remaking it altogether.

I guess what I'm trying to say is that I think the middle area in front of the attackers spawn makes the gameplay convoluted and difficult to defend, that A and B are both very hard to defend and don't really feel like their own points, but just points on a map, that C should (imo) be redone and reduced in size.

You're not a bad mapper, this map just has become convoluted. Also, keep in mind that some people (myself included) aren't especially inclined towards this gametype.
 

Doctor Paprika

L4: Comfortable Member
Apr 24, 2011
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One thing I think might prove to be a major problem is the possibility of hardcore turtling around C. Four engies can cover the point from every cardinal direction, and those little closet-like rooms make it difficult for attackers to get in and take out dispensers or teleporters. It's wide open, too, so even if Blu made some kind of insane push with Spies laying and two ubered Heavies, a bit of rocket and airblast spam can knock them around like pinballs until invulnerability wears off.

Seriously, if half our team playing yesterday hadn't been racking up kills up around that little anthill thing and focused on on-point defense, there would have been no way Blu could win. With one medic, one Degreaser-Homewrecker Pyro (me), and four engies, nobody could get in long enough to take out more than one Level 3 sentry before the other three killed them.
 
Mar 23, 2010
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I didn't like the split up the teams thing that gpit, especially for red so i made it a lot easier to defend from the middle building, or tried to. then i thought it'd be pretty cool to have a shared flank from the middle building.

C needs work yeah.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
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One thing I think might prove to be a major problem is the possibility of hardcore turtling around C. Four engies can cover the point from every cardinal direction, and those little closet-like rooms make it difficult for attackers to get in and take out dispensers or teleporters. It's wide open, too, so even if Blu made some kind of insane push with Spies laying and two ubered Heavies, a bit of rocket and airblast spam can knock them around like pinballs until invulnerability wears off.

Seriously, if half our team playing yesterday hadn't been racking up kills up around that little anthill thing and focused on on-point defense, there would have been no way Blu could win. With one medic, one Degreaser-Homewrecker Pyro (me), and four engies, nobody could get in long enough to take out more than one Level 3 sentry before the other three killed them.

spies? heavies? how about DEMOMEN?

i remember people complaining about an overpowered sentryspot on B in prestigepit (wait, this IS prestigepit :O). switching to demo and a little bit of stickyspam quickly proved that it wasnt all that overpowered.
how many demos did the other team had? i wasnt there so i dont exactly know and cant accurately judge what was going on. however i do know that people like to call some sentryspots OP when there are 0 demos on team.
 

Doctor Paprika

L4: Comfortable Member
Apr 24, 2011
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None of their Demomen could really get in range to take out more than one of the sentries. The only options are to either drop down the middle (instant death, bombarded on all sides by rockets from sentries) or to come in from the sides around those two little walls.

If you look at the screenshot Prestige has posted, you can see that a sentry posted on the inside face of the wall can cover any enemy coming around the wall on the opposite side, and with those two closets with sentries also, it's impossible to get within sticky distance of them without getting hit.

Even with ubers, the rockets would knock you all over the place, and only a gigantic push with multiple ubers or some epic ninja Demoman could take out four Level 3's before dying.

I'm not really sure how OP this would be for most games, but for 8v8 or more (when half the team as engie means at least four sentries down there), it could prove a real pain in the ass for Blu.
 
Mar 23, 2010
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i remember the old C and going spy in the dropdown was pretty fun. they have 4 engies. send 4 dead ringer spies. I'm going to change/tighten the underground though.

I'm an amazing demoman, fuck you yyler.