Ferrum

CP Ferrum rc

Tarry H Sruman

Large Orphanage Proprietor
aa
Jul 31, 2011
872
1,021
In an entirely unexpected and unprecedented turn of events, the "iron mine" that had for several years been producing copious quantities of biohazardous waste was discovered to be a top-secret surveillance facility owned by Red. Now Blu must take control of the facility in order to keep the airwaves secure.

CP_Ferrum is a single stage, 3CP, attack/defend map by Tarry H. Sruman.
 
Last edited:

Bereth

L4: Comfortable Member
Dec 13, 2011
170
197
Gameday (Impromptu, but whatever) Feedback:

The opening area was nice. Just a bit of combat in it, and then red was defending the first point. That's ideal. No spawn-camping occurred or sentries were irremovable. My only criticism is the flank which seems to just be a space filler. But I'm okay with that as long as the area is pretty, it might be good for when red sets up 5 sentries just outside spawn. Also I would like to be able to crouch-jump onto the low ledge on the left (from blu's perspective) off of the crate as any class.

The first point could use a tad bit of work. The hole in the wall isn't clipped in the best way possible. It might be clipped, but the lowest area seems like you should be able to just walk through without a jump. The little area behind the medium health and ammo, towards the deathpit. I only ever went there as a cloaked spy, so consider making this area suit these needs. Change the healthpack to an ammopack, and consider increasing the size. On the ledge near the hole on the first point, it would make sentries more vulnerable if you could crouch-jump onto it from the ground on red's side.

The area between the two points was a bit of a trade-off. The little ledge that runs around the building is weird and really annoying if spies take. The big side flank is long, and doesn't look like a good route in general. You cannot escape from it, and it tends to expose you to extra fire. The other tiny drop-down would be great if you could jump onto the pipe there. You should clip the ramp above the dirt so it isn't so easy to fall off the sides.

With regard to the last point there are the most problems (if that makes sense). The door near red's spawn should stop opening after the first point is captured, so they don't have such easy access to the flanks. You could just shut down that part of red's spawn and let blu go through that door themselves after capping the point. The stairway on the right flank (from blu's perspective) needs to have a fence underneath it or something.

On a final not you need to fix your lighting. I did really enjoy the first point, and though that the second point had good potential. I look forward to seeing this updated. Good luck.
 

Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
I enjoyed it today. You have a lot of height variations, which is good.
IMO you should reduce spawn time for blue on cp1 by 1 sec or such, too much games ended before cp1.
This is also the reason why I can't say something to cp2. No one ever capped it, or even contested it. Sniper sight lines are long as hell and sentrys were very hard to kill, because of their height advantage.

a10_1.png

a10_2.png
 

MetalKev

L2: Junior Member
Mar 5, 2012
70
23
I think even with the bug on the door that the version we tested today was definitely an improvement. Definitely keep the point at A, even if you give it more flavor. Even though the B point was really stale-matey since Blue had already capped something it at least made me feel like the team had accomplishing things and made it less frustrating to fight over B.