CP Freshwater

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
This is my older map cp_freshair that I have decided to bring back and give some serious upgrades to. First off, the name is now cp_freshwater to ensure that the map is awesome in both comp and pub and generally loved by everyone just like every other map with mapname ending with water. To further map's competitiveness, the middle has been completely rebuilt from scratch. It now features stacked containers, which is a distinct feature of almost every competitive map with at least a little bit of self-respect. Also, there is an underground passage under the middle point to make the map even more awesome. The second point also has received some changes, though overall it's still the spirelike thing that it used to be. The last cp building has been altered slightly and moved a bit. In an effort to duplicate badlands' awesomeness it now features a balcony. The last point is largely unchanged, smally changed...well...it's better now. The combination of all the abovementioned factors ensures that this map is the end all be all map of TF2, surpassing even badlands themselves (or itself?). All that is left is to actually finish the map.
 
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tyler

aa
Sep 11, 2013
5,102
4,621
cp_freshwater_a10002.jpg


Looks great.
 
Sep 7, 2012
638
500
The spire on the second point ensures this map's success. I would recommend getting rid of the wide open area between the crates on the midpoint, however. Perhaps a small building, say a hotdog stand in between the crates?
 
Last edited:
Mar 23, 2010
1,872
1,696
every sightline in this map is <512 units. it's pretty hard to hold any area at all.
 

sitebender

L3: Member
Aug 15, 2012
102
33
There are some clipping issues. Mostly near the central point like with some of the ramps and blue container crates. Clipping with doors out of the initial blue spawnpoint. The ramps seem too steep and it might be more enjoyable to lengthen the ramps so they don't seem so instantly steep. Maybe replace the steep slopes with steps. Having garage doors near the height of buildings just doesn't look right. Especially when the door raises through the height of the building.

The two spires are very nice.

The height of the initial spawn room needs to be filled with some details like hanging lights and maybe a loft.... but hey its an alpha :)

The secondary spawn rooms feel just like a shipping container, small and cramped. For whatever reason bots don't jump out of the secondary spawn.

Some of the outer walls you can jump over.... if it weren't for invisible walls. Some of your items are hovering over the ground. The default 'no go' texture needs to be stretched to fit the area it is covering.

If at all possible, could you move the spires further away from that uh towerish jump point? I can almost jump far enough with opposing team scouts to do it in 1 jump. 2 jumps would be nice and of course 1 jump for everyone else would land you almost at the top of the spire.

Now for the really bad parts. There's just a lot of grey texture going on. You need some color to your pallet. It feels really bland and I don't want it to feel bland dump for cement.

Also for the final point, perhaps instead of having that rounded cove from the opposing spawnpoint, have more of a square edges so engies can better hide their sentries without getting demoed so easily.

You need to add some fresh water to this map. Maybe make the center point on a grate that is over water. Like a water desalinization plant? Maybe a water filled sewer tunnel from the center to the end points so spies and pyros can have fun along with it being a back door to the final point even if it doesn't drop you off right at the final point.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
Updated to a2.

Changes:
- Did not fix everything.
- Compiled the map with func_details off. Luckily there were only 4 of them so I don't even need to recompile.
- Changed middle just a little bit.
- Changed second just a little bit.
- Changed last just a little bit.
- Did some halfassed basic texturing to make the map more coherent. I'm not entirely sure what that word means but I think it means what I hope it means.
- Reworked the pickups so they dont float and have their locations marked.
- Took a picture of the middle point.
cp_freshwater_a20000.jpg
 

xzzy

aa
Jan 30, 2010
815
531
Your map will never be used by competitive players unless you put small health kits on top of the shipping containers, there is not a single shipping container in all of TF2 without a bottle of pills on top of it.
 

sitebender

L3: Member
Aug 15, 2012
102
33
First of all, thank you for continuing this. You are taking good steps.

Now for the negatives. having health right there so blatantly on the point isn't good. It makes an unbalance. Have them off to the sides but why do you need health on the last point when it is so near a safe room? You should make the health off to the side around a corner for a spy to be and to take people away from the action.

I do like your texture change, but its uh too much of one thing. But this is an alpha :) At least its not all cement. Perhaps it is the fact that some of your textures are so tall and you need to put overhanks or multiple layers like a small roof or window instead of cold and tall walls. I'm still seeing texture clipping, but you'll get to that soon enough.

Pull the final point away from the opposition's entry points. It makes it extremely easy to cover with a single sentry. Like pull the point and safe rooms backward. The final point feels very easy to not only take but punish it.

The ammo near the center point is too easily obtained. You need to draw people to work for health and ammo instead of plop it right there. Draw them away from the action where they can't keep shooting at the point.

When taking the center point it is easy to cover everything. You don't need to watch your sides really. There should be ways to pinch in from the sides. There are ways to get around and attack from behind, but its 1 of 2 WIDE entry points instead of what could be 4. Perhaps it would be easier to have an accessible balcony to snipe or demo down to the center point. There should be vantage points for snipers other than the ramp sniper.

Unfortunately right now it seems way too easy to win. Like no sort of challenge. Maybe it is too open with too many wide access points. You'll find a sweet spot :)