CP sleekiercrete

Waffe

L5: Dapper Member
Dec 2, 2012
230
203
Download: http://forums.tf2maps.net/downloads.php?do=file&id=6056&act=down
Alternative download: https://www.dropbox.com/s/dsx675q78cehjo2/cp_sleekiercrete_a6.zip?dl=0

A mirrored 5CP map featuring a radar dish and a medieval theme

So, here it is. It's very much like it's precursor except for the following:

LAYOUT CHANGES
. Dam removed
. The shortcut "flank" from Mid to AB connector area has been rerouted towards the B point
. From a defender's perspective, that same "flank" is now a ramp leading towards the point
. Added a dynamic door to the shortcut route from the underground area (under B) to further focus the players towards the B point
. Last was scrapped for something to fit the map's theme a bit better. The new last turned out to be much like the old one
. The highground before mid is different
. Spawns and spawntimes are hopefully much better

OTHER CHANGES
. Most of the floorbrushes were turned to displacements
. Map was redesigned to allow better optimization (one of the main reasons to redo cp_sleekcrete)
. Made some stuff to func_instances (they're awesome!)
. The original map was an entry to the 2SS contest, so that meant I didn't really have a theme in mind while designing the layout (I did imagine it in the hydro theme). Now when that's no longer a restriction, I tried to design things to be themed in the medieval/Rottenburg theme
. ALSO, when I made cp_sleekcrete, I didn't really play 5CP that much, so I just made something that I would enjoy. Since then, I've played 5CP maps in a "competetive" group, so I got a clearer view on how 5CP works competetively (not that it influenced this map that much anyways)

Old map thread: 22175

BIG Thanks to Idolon for the detailing on cp_sleekcrete/cp_mainz! That inspired me to work on this reconstruction and also to change the theme.
 
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Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
Interesting a map that uses a theme that is mix of spy tech and medieval.
If gameplay is interesting could use this on a server.
 

Dr. Sasha

L4: Comfortable Member
Aug 5, 2013
185
86
Medieval theme? I like that decision, for that the medieval theme is a very understated theme in TF2.

But, as you have said in your description, you had to change the last control point due ot the theme you have chosen.

That's great and all, but if it comes to be so, I don't think you should sacrifice gameplay and interesting geometry for the theme to match the map.

Originally, I thought this map was going to be hydro-themed, which would have made the last control point's architecture blend in a lot better.

I like the theme and what you are doing with it, but if it gets to the point that the map degrades in value because of the theme chosen, the map chooses the theme, the theme does not choose the map.

Unless, of course, you designed the map's layout with that theme in mind.
 

Waffe

L5: Dapper Member
Dec 2, 2012
230
203
But, as you have said in your description, you had to change the last control point due ot the theme you have chosen.

Old last was ass, so I worked on it until it looked fun and medieval-y. I did not redo it because of the theme, but because it was subpar gameplaywise.
 

Shogun

L6: Sharp Member
Jan 31, 2014
260
220
Old last was ass

This is true ^. Rest of the map was really fun though, especially the dam. Can't wait to see how this turns out, it looks a lot more streamlined than Sleekcrete.
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Wait, I thought you said you gave up on this :mad:

Glad to see you working on it!
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
This was really fun to play on, but I don't think the teams were able to hold the second point very well. It would only last a few seconds and then reverse over and over, so getting to last was quite a feat. So I would focus on trying to make it easier for the enemy to hold 2nd point once they capture it. Last is pretty easy to defend so it should be alright.
 

veng

L1: Registered
Jul 22, 2014
46
3
I do enjoy the feel of this map although I got lost a bit. I really want to revisit it some more to get a better understanding of it; and I think when all the texturing is finished this is a map I could play a lot more.
 

Waffe

L5: Dapper Member
Dec 2, 2012
230
203
a2a update! Only minor changes....ZIP

. Minor changes to the mid just to make it a little less wonky
. The path to B (from mid) is 32 HU wider (it felt too narrow IMO)
. Also the slope from B to the mid highground is also 32 HU wider.
. Fixed clipping issues (being able to place teles outside the map)
. For simplicity's sake, the ramp from last to B is no longer a drop (it's two-way now)

Minor change to B, before and after:

bCj389Bl.png

fqAkulpl.png
 

Waffe

L5: Dapper Member
Dec 2, 2012
230
203
EDIT: It's now a3b, did some minor fixes

a3 update!

. Detailing (including custom textures!)
. Toyed with health and ammo distribution around mid
. Added a door to underground which closes of the second -> mid tunnel. This change was made due to players sneaking around the map when they should defend last or attack second.

PSA: For people who complain there isn't enough health when pushing last, there is a medium health close to the second point and also one in the underground area.

Pictures:

KHATdjXl.png

"Is it gold in here, or is it just me?"

V1oESvSl.png

Underground

o2KwsKQl.png

Using a bit weirder color composition, blue and gray at BLU side, brown and white at RED.

WFUiN45l.png

Sleek concrete
 
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Prolyfic

L5: Dapper Member
Dec 19, 2014
220
22
+45% medics are usefull
+5% light
+12% texturing of this map
Gold is green (?)
-15% engies are usefull

Nice (for a3)
 
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Jul 30, 2014
75
153
Server STV for today's game
https://www.dropbox.com/s/7z162omknpk94tt/76561197991666889-246054-89-20150311.zip?dl=0


Rollouts:
You have 3 options for entering mid, for ease I will name them

you can get to main fastest, ~9:45 at quickest (I reckon if you could jump through the centre of mid you could shave that time to maybe even 9:47) with the other 2 taking a little longer due to you having to walk through a covered area.

Looking at what you can see once you get to mid:
Lower is the most garbage entrance, you have a tiny area to blind spam main (blue area in picture), you can easily block off an enemy demo going lower, but why the hell would they do that? and you just can't touch upper. your 2 options from moving from this area are the red arrows, one leads to the enemy side, still on the low ground, and the other leads to a super easy area to spam, due to you having a wall behind you. The worst thing is that you can easily be pushed out of the mid with a bit of spam where you are standing, and there is no easy way to reenter the mid from the lower area.

Upper is better, but still suffers a lot of the same problems. You can spam main properly from this point as seen with the blue arrows, but have no way of spamming lower, and can only really stop upper play placing a sticky on the blue dot. You have similar issues with where you can move during the mid as well show in red arrows, either there side, or around your side of the bowl where you can get spammed to hell or you just have to back out. As well as this, you are completely blind to what is coming in on the other side of upper, meaning a scout can easily get close enough to 2 shot you before you even can react to them.

Main is the best choice to enter by far. You can spam every entrance, upper and lower by moving along to the right or a little forward in the picture, and main from over the platform or under it. You also have the best options for movement, either onto the platform (which also offers cover by standing on the slope) walking under the platform or walking across the bowl.

The issue with this is that there is no health that you can get when you go this route, unlike the other two. this means the health you end up after the jump is what you are left with till the medic gets there (normally around 50 if you hit your jumps, maybe 80 if you are good at not taking fall damage?) This is more of an issue due to how much faster than your med you can get to mid. A med can fire and arrow at you at about 9:40, and can heal you at 9:38, meaning that the first demo to hit a sticky will quite often just kill off the demo straight away, or a scout just spamming mid range shots can easily get the kill. Main is still a better route to go than the other options that when I played I took it every time, but decided to walk with my medic rather than get there quick (that and i screwed up my jumps ofc).


Minor clipping things:
@2nd
http://i.imgur.com/xhCbhfY.jpg
http://i.imgur.com/6RzOrEU.jpg
http://i.imgur.com/uAz3lua.png


You can get stuck on the mid thing by sliding down the chain bits on the panel facing upper, and the two to the side of that
http://i.imgur.com/2CjKu3A.jpg
 
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Waffe

L5: Dapper Member
Dec 2, 2012
230
203
Sleekiercrete is now a6

changelog from a3 up to a6

- Tunnel from mid to second was removed (leaving the tunnel from second to the second-to-last connector, dynamic doors removed
- Opened a corner just before second to increase visibility to/from the blacksmith flank
- Fixed HDR (hopefully)
- Tweaked a bit with pickup locations. Mid has more health than previously
- Tweaked with the RADAR dish
- Tweaks to the upper route from mid to second. The doorway is further away from the point and also narrower
- Widened the ramp from second to the highground
- The Second-to-last connector was made 64 HU longer (this was a4)
- Optimized a bit with hint brushes
- Respawn room was widened and I also added a second resupply cabinet
- Changes to make the sneaky route (@ last) more risky: Removed small health kit from below and added a fence to the point as an obstacle.
- Spec cam tweaks
- More textures
- Bunch of small clipping stuff

Can't really think of anything that needs changin atm. Might consider getting this detailed soon
 

Prolyfic

L5: Dapper Member
Dec 19, 2014
220
22
nuuuu I missed the a5 because the download link doesn't worked (before the a6 release) :/

Edit #1 : If you still have the a5 map, please I want see what change from a4 -> a5 and a5 -> a6 (for simple : just the download link). If you haven't the a5 map, don't worry about it
 
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Waffe

L5: Dapper Member
Dec 2, 2012
230
203
nuuuu I missed the a5 because the download link doesn't worked (before the a6 release) :/

Edit #1 : If you still have the a5 map, please I want see what change from a4 -> a5 and a5 -> a6 (for simple : just the download link). If you haven't the a5 map, don't worry about it

a4.zip
a5.zip

The changes were minimal, but here you go

--------------------------

Also, I did some basic timings which I thought I could paste along this reply (FOR SCIENCE!):

"1 -> Second" is referring to the distance between the first spawn and second capture area
Interval|Pyro walk|Scout walk|Rocket jumps|Sticky jumps|Sticky jumps (>100HP at end)
1 -> Second|10 s|8 s|7 s|6 s|8 s
1 -> Mid|16 s|13 s|13 s*|11 s|14 s
2 -> Mid|12 s|9 s|8 s|7 s|10 s
2 -> Second|20 s|15 s|11 s|13 s*|14 s
3 -> Second|9 s|7 s|7 s*|6 s|7 s
3 -> Last|17 s|13 s|14 s|14 s*| 2 lazy
* could be improved (greatly)

Respawn times:

Default: 8 - 8
Capped mid: 6 - 8
Capped second: 6 - 10
 
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