CP Trundle

Sep 7, 2012
638
500
Hi all!

CP_TRUNDLE is a 5CP competitive push map inspired by badlands, gullywash, and all other competitive 5CP maps. Who am I kidding?

Features a spire-like object in the middle, and strange slanted windows.
May or may not feature pugloaves or upside-down pianos.


Comments and criticism not only welcome, but asked for.
 
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colacan

L5: Dapper Member
Apr 14, 2012
235
85
Maybe some more texture variety, it's all exactly the same now and rather dark. Even for a night map.
And including spawns and game-logic is rather important, that includes a first release. It's not much work, especially not when using the mapping resource pack that ABS made.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Make this playable and then submit it to a gameday. That's how we find layout flaws.
 

phi

aa
Nov 6, 2011
832
1,815
Mid and last look fine but second needs a renovation. It's really flat and would be boring to play on with no variation at all.
 
Sep 7, 2012
638
500
Change those textures to 50% reflectivity, it'll make the map a lot easier to see in.

Sure! How does one do this? Do you mean the 50% reflectivity dev texture? Or is there a way to alter the reflectivity of any texture?
I'm pretty new to mapping, if you can't tell. :S

EDIT: Oh, and the second point still needs a lot of love.

EDIT2: Never mind, I think I figured it out. You meant the dev texture. How did I not know about this texture before? >.<
 
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Aqwertybqwerty

L1: Registered
Aug 26, 2011
49
2
Forgive me if i'm wrong, but from the screenshots it looks like there's only one or two entrance to each point area...which would make the map be super slow and stalematey. As mentioned, 2nd needs alot of love. The designs for mid and last seem okay... but only playtesting will tell, and with limited ways in and out of each point it will be ridiculously easy to camp.
 
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Sep 7, 2012
638
500
Second update. I added a second route between the first and second points. Colour. Lighter texture. Working game mode. Still no spawn rooms (well, the areas have been made for the back rooms, but they aren't spawn rooms yet).
 
Sep 7, 2012
638
500
Well, I've read the feedback page and I've watched the demo and I've looked around at the different places the people who played it indicated in their feedback! I've got to say that I am ecstatic that so many people played and I have to thank everyone who played and left feedback because it is amazingly helpful.

First, i noticed someone said "oh....this map." in the text chat. I didn't know I had a bad reputation already, but I guess you learn something new every day. :p

Summarizing the feedback I received here:

1. - Not enough health/ammo.
*-*-* Yeah, that was my bad. I knew I missed a few steps. I've made so many versions of this map that it is hard to remember what you've done sometimes.

2. - Why are there setup times?
*-*-* Once again my fault. When I was porting the game mode I messed up a few things, there shouldn't be setup times. The points should also add enough time to give 10 minutes every time a point is capped, not 6. Hopefully I remember to fix this by next release.

3. - Sightlines. Crazy sightlines.
*-*-* I knew there would be some, but the demo really helped me to capture the key problem areas. I think across the midpoint bridge/spire is the worst, and then there's a few slightly problematic ones along the sides of the second point. Any tips or ideas on how to improve this are welcomed; I've got a few ideas but I don't like to work from my brain alone, it makes errors often. :p

4. - Few directional signs, no cubemaps and Selentic doesn't like my gravel texture.
*-*-* I think this is fairly self-explanatory and a simple enough fix. I have to agree on the texture, because there were few pickups it was important to see dropped weapons, which you couldn't because the ground was a mess.

5. - Forward spawn shenanigans. Path issues around the midpoint.
*-*-* In competitive 5cp, there aren't usually health lockers in the forward spawns. Badlands is an exception as it has health in the 2nd spawn and I think foundry might have health in the spawns too. I really don't care too much about this, as you can't get back into the spawns anyway so you shouldn't need the lockers. Did anyone manage to get into the spawns again? I'm pretty sure I prevented that but who knows what I messed up. Also the second forward spawn is better than the third, because of the height advantage, so the third spawn is kind of useless and actually slows you down (as well as forcing you to go through the building or up the right side instead of the left choke). I'm going to have to see about this, possibly by moving the second spawn further back, and possibly by making more paths out of the bottom of mid. I think I'll do that anyway, actually.

6. - Fall damage in needless places.
*-*-* I'm not sure what to do about this. One spot is the exit from the top lobby to the second point, another is anywhere around mid. :S Helpful tips will certainly be considered.

7. - Player clipping in the trenches on 2nd point.
*-*-* I actually had them player clipped in an older version, and forgot about it in this one. Go figure. Did anyone feel the trenches were difficult to get out of? Were they pretty much a death trap?

8. - Unexplained playerclipping.
*-*-* I clipped a few weird spots which some people noticed. I'll throw some junk in them later to make it more easily explainable, but I have to say that I'm kind of happy that no one went sticky jumping on the roof of the mid building. At least, I didn't notice anyone in the demo. I think I'm going to either skybox them out or clip them for the next version.

9. - The lobby between first and second points has a gigantic ceiling.
*-*-* If I make a nice detailed ceiling will that change your perception of the area? I want it to be rocket-jumpable if possible, but I suppose I can shorten it too.

10. - Awkward tight paths around the last cap point.
*-*-* I'm going to need to revisit this, I'm sure. Also, the little block in the side of the wall is a remnant from an older version, I might just make a nice ramp up to the catwalk.

My most important question: WAS IT TOO BIG? My personal feeling is that second point has a huge, open area that just makes it impossible for some classes to function well. Does anyone agree/disagree and what can I do to change this?

Thanks again to everyone who tested, and Idolon where were you thinking when you said (add cover)? I feel like you were going to fb that but said gf instead. :( I am sad panda.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
Fall damage in needless places? Easy. Add something to reduce the height. For example, there's a bunch of junk in one corner at the Badwater Basin 2nd building. If you are skilled enough, you can land there and negate the fall damage.
 

sitebender

L3: Member
Aug 15, 2012
102
33
I played a1 even though I see there is a2. A2 wasn't in the download file.

This map feels good. Nice and open. A great alpha to start with. A lot of CP maps feel very close and cluster phobic. Without the textures and details it does feel like an old Doom 2 city level. On the plus side all classes feel useful :) Some points feel very unsafe from snipers. You need some extra walls like a castle has uneven walls at the top.