New Submission: cp_corion1round1_a2

Corion

L2: Junior Member
May 17, 2008
67
8
Downloads: A new file has been added by Corion:

cp_corion1round1_a2

This is the first round of a map I'm currently working on. The other rounds haven't been finished yet.

This map only uses the Dev textures (and overlays) and only has a few props, most of which affect game play. There's also lots of signs to help you find your way around, and a generous 1:15 setup time.

Alpha 1 of this map:
http://forums.tf2maps.net/downloads.php?do=file&id=406
 

Corion

L2: Junior Member
May 17, 2008
67
8
http://deadworkers.com/forums/viewtopic.php?f=24&t=3621

Corion said:
First off, thank you to everyone who helped test my map!
It's really difficult to make a good map without testing the gameplay thoroughly, and tonight was a great example of how badly my map needed that testing. :0)

It's the first time this map has been tested with a full server, so it certainly was interesting.

Please post any feedback you have on my map - I welcome all criticisms, so be as harsh as you can, but please, if something's wrong with the map (and I know there is), try to suggest options for fixing it. Constructive criticism was the whole point of this exercise.

Some changes I plan on making already based on what I saw:
  • The first point is a little easier to cap than I had wanted. I'll have to think about ways to make it harder. Ways I am considering:
    • Increasing the attacker spawn time by a second or two.
    • Adding another doorway to make it easier for RED to get to A. This would probably be a one-way door up on a ledge to the far left down the sniper pathway (the long orange walkway). The one-way door would remain open while RED controls CP A and then only work for attackers once they cap it.
    • Decreasing the defender spawn time by a second or two until CP A is controlled.
    • Adding more convenient sentry locations which cannot be so easily bypassed. It's hard to get a good sentry focused on the point.
    • Adding more convenient teleporter locations for RED.
  • The second cap is definitely way harder to cap than I wanted. Ways I plan on improving this:
    • Rework the lower exit into Control Point B area for the attackers. I'll probably have it exit directly into the left building to help the flow.
    • Add a one-way door to the lower attacker exit which will remain open until the attackers cap the first point. At that point you can only open it from the attacker side.
    • Add more cover to the lower exit area regardless.
    • Prevent the defenders from shooting off the sides of the CP and/or building sentries there. I'll make the walls on the edge of CP B extend around the corner.
    • Rework the long sniper path near CP B. I'll probably add an extra ramp to that long orange path so you can get up from the lower level.
    • Decrease attacker spawn time by a second or two.

Once again, please list any feedback you have! I am especially interested in how Spies felt about this map (aside from the fact that there were too many Pyros).
 

Corion

L2: Junior Member
May 17, 2008
67
8
http://deadworkers.com/forums/viewtopic.php?p=44894#p44894

Corion said:
I definitely see the comparisons to Gravelpit. I thought the feeling of looking up and seeing the CP was a cool one and I wanted to duplicate that.

I think I'll move the ammo/health or reduce the amount available right there for starters. My approach thus far has been to limit peoples' ability to get into the point via the front instead of opening it up. The opening at the front of the CP building was mainly for demoman grenades to take out defensive positions, and occasionally, if the enemy is oblivious, a rocket/grenade-jump cap.

I didn't want it to be too open because then the main method of cap would be rocket/sticky-jumping. That's why I added the two walls on the front of the CP - in previous tests, people would only cap this way when they're really meant to go up the sides, but it's not clear that this is what I intended, obviously.

It is possible to reach the window with a single rocket, either from the ledge or from the floor, but I guess it's a bit too hard for most people to do.

Another thing I intended was for the attackers to work together on establishing a forward base in the big orange building near CP B. I'd be interested to see how games go if the attackers work together to get a sentry up and some teleporters in there. I'd imagine if the map gets more play time, the sort of strategies now present on dustbowl would start to show up. I think I'm going to consider putting a one-way door at the top exit (visible in this picture on the right) of what I've coined the "Big Building". It would really encourage the defense to hold the location better and also encourage the offense to build there.

One of the biggest problems with this, and any other similar map, is the fact that the defenders can easily jump down to the lower levels and wreak havoc on them without sacrificing much health. I may have to raise the attackers' initial position for cap B or mimic the whole "moat" feeling that Gravelpit also has.