CP blorav

phi

aa
Nov 6, 2011
832
1,815
Also, this: http://forums.ukcs.net/viewtopic.php?f=53&t=44522
Not a very recent map but still, it's pretty detailed and even if it looks a little *too* much like Dustbowl it's still something to put into consideration when naming your map. Although...http://tf2stats.net/map_search/?search=cp_ironworks it hasn't been played since 2010, so I guess it's your decision if you should name it alike. It might be an issue once/if you get to b2 for the one person that still has this map downloaded, though.

About the map: A was really complicated and had a lot of routes everywhere (maybe remove some/streamline the choke points), and B was waaaaaay too defensible (add extra entrances and better hold before B). I like the architecture and some simple fixes would make the map much more fun to play on, good luck.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
I would like to do few more test to see if the B point is too hard to attack, also it's the last point so it's generaly more hard to cap even more for this gametype.

About the A point, I think it's a steamroll for the red team, i'm not really sure to how fix that maybe decrease the size of the area and add a better sentry nest.

For the first area i'm not sure to keep it like that, does it play well ?

But overall I think it was pleasant to play, any thoughts anyone ?
 
Oct 6, 2008
1,947
445
"IIIIIIIII CAAAAAAAAAAAAAANNN'TTTT STTTTOOOOOOOPP MAAAPPPPIIINNGGGGGG GNNNNNNNNNNNNNNNNNNNN HEEEELLLLLLLPPPPPPPPPPPPPPP MEEEEEEEEEEEEE"

Ha Ha welcome to mapping!!
 

Fish 2.0

L6: Sharp Member
Nov 22, 2012
324
262
Last point is hell

Out of my like 5 or so ubers there they all failed and got us nowehere

It seems BLU can only cap when there is respawn downtime on red.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
Actually it's pretty random for the last point, sometimes its really easy to cap and sometimes it's almost impossible, I'm totally reworking the A point and keep the B point in it's state, with some minors changes, especially for the low path wich is useless actually.

The new A point.wipwipwip

test.jpg
 
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Fish 2.0

L6: Sharp Member
Nov 22, 2012
324
262
keep the B point in it's state, with some minors changes, especially for the low path wich is useless actually.

IS that the one that is (when coming out of red spawn) to the right?

Most caps come from that direction because the top railing is usually sealed off with a constant stream or rocket and pipe spam and nobody can ever get down to cap from up there.

I think that maybe just increase the respawn times for red on that last one.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
No, i'm talking about the bottom part. And yeah the respawn time will be extended for the reds.
 
Sep 7, 2012
638
500
There's this feeling of despair I get sometimes when someone's dev-textured map is better detailed and more cohesive than my hardest efforts with real textures and models.
 

Egan

aa
Feb 14, 2010
1,375
1,721
I really liked the 2nd point, but the first point was hard to hold for very long. I had to fall back from my position pretty far for health/ammo (one of the two I don't remember :p) as a defender of point 1 on the left side. (I was about to make a more accurate note of that in-game but the scoreboard came up an instant before I hit enter).

The small amount of detail on stage 2 looks good so far, so.. yeah. Good position to go forward, imo.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
Thanks, remember that the map will be 3 stages, so the first stage as to be easy to win for the blue team. At least we want it like that.

We are working on the second CP to prevent the RED team to push back the BLU team, and for the first CP we need more playtest to see what's happening.
 
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RaVaGe

aa
Jun 23, 2010
733
1,210
Gameday bump, as I couldn't stay until we play the map, I would like to know how it played.

- Sentries positions
- Timers respawn/capture
- Paths
- Ammos / health
- ???
- Profit

Thx.