WiP in WiP, post your screenshots!

wareya

L420: High Member
Jun 17, 2012
493
191
04171599a5.jpg

184eab8e90.jpg
 

Dain

L3: Member
Oct 21, 2009
106
43
It's a shame cause asymmetrical 5CP is such a wacky idea and I want to see one seriously attempted.
 

xzzy

aa
Jan 30, 2010
815
531
It's a shame cause asymmetrical 5CP is such a wacky idea and I want to see one seriously attempted.

Unfortunately the only communities that care about 5CP are competitive, and they snub anything asymmetrical. It certainly sounds like a fun idea, but you also gotta play to your audience.

If you want to experiment with layouts, A/D style maps are probably a better choice as players are more tolerant of asymmetry in that mode.
 

Dain

L3: Member
Oct 21, 2009
106
43
Unfortunately the only communities that care about 5CP are competitive, and they snub anything asymmetrical. It certainly sounds like a fun idea, but you also gotta play to your audience.

If you want to experiment with layouts, A/D style maps are probably a better choice as players are more tolerant of asymmetry in that mode.

Has anyone made a 5CP A/D map? Like Badwater but without a payload?
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
It's a shame cause asymmetrical 5CP is such a wacky idea and I want to see one seriously attempted.

Fair warning: it has been attempted multiple times and fails again and again for exactly the reasons you think it would: how to attack and defend 5 points is super hard to remember, players turn up to the points at weird and varying times, and 5cp is built around knowing what last and second looked like by the time you reached mid so that you know what to expect when you push forward. Plus the comp reasons above.
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
TMP's cp_petrol is a 4cp A/D map, and that's a little closer to the standard attack/defend formula than steel. I think the reason is that 5cp would be really large.
 

wareya

L420: High Member
Jun 17, 2012
493
191
Fair warning: it has been attempted multiple times and fails again and again for exactly the reasons you think it would: how to attack and defend 5 points is super hard to remember, players turn up to the points at weird and varying times, and 5cp is built around knowing what last and second looked like by the time you reached mid so that you know what to expect when you push forward. Plus the comp reasons above.

Those actually weren't my problems. My only real problem was that the layout was difficult to remember. All the connectors were super straightforward, all the timing was spot-on (unless you went some weird backwards route akin to rolling out far left on snakewater), and the map's defensibility and attackability was super straightforward.

5CP is not "built around" knowing what every control point looks like. On badlands, rolling out properly only shows you like a third of your side of the map, and you miss the most important entrances. If you think rolling out a single time is going to teach you the map, there's nothing you're NOT going to learn from rolling out once on each side instead. Yes, it helps quite a bit to be run past the control points on the way to mid, but it's MUCH more important to have a fast and cohesive rollout rather than shoehorning people across chokepoints. Hell, the proper badlands rollout doesn't even let you SEE spire's CP! If that map were dev textured, it would be way harder to tell that spire is a CP.

Comp cares about a hell of a lot more than symmetry. When they keep getting symmetrical maps that are pure garbage by their standards of flow, scale, and balance, I'm sure they'd at least reluctantly interest an asymmetrical map that doesn't have those problems. I'm not saying my map was/is flawless or referring to it indirectly in this context at all, but you're basically speaking out of your ass about comp players here, as people on this site tend to do too much.
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
I'm not saying my map was/is flawless or referring to it indirectly in this context at all, but you're basically speaking out of your ass about comp players here, as people on this site tend to do too much.

Oh, it wasn't your map I played, it was some else's... a guy who hasn't come back to tf2maps since that. Don't worry, I'm sure yours is fine <3

I've always been astounded how many skybox props there are that don't have associated large props. I'm talking about skybox boats and buildings and that kind of thing, but some of the silos or cart tracks. Good to see Aly rectifying that. Are you gonna do red/blu skins or a neutral skin? Or all 3?

And Pyro Devil, those pics are looking good but I reccomend some kind of cover on that high ground there, if you want players to use it, or fewer health and ammo kits if you aren't. Also, those crates also in that pic are very similar and all in the same rotation: Try using barrels or a truck instead and rotate them around so they look more natural and less repetitive.
 
Last edited:

Freyja

aa
Jul 31, 2009
2,995
5,813
Sure. The version I'm doing at the moment in a covered version (for carrying grain, because wet grain is sad) but I could probably make an open version fairly easily, though it may look a bit silly...