cp_powerhouse is already liked because it's symmetric 3CP.

Vel0city

func_fish
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Dec 6, 2014
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Couple of quotes.

"Indeed, the 3 CP point maps are intense."

"I think I like the 3 point map the best over all though."

I'm really wanting to see a 3CP (Powerhouse style) contest already. We need to explore 3CP in more detail.
 

tyler

aa
Sep 11, 2013
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What I immediately noticed about this was the layout. It's a U shape. All the community 3cp push maps I've ever seen followed typical 5cp format and were a straight line. I haven't gotten to play it yet but I thought it was interesting because I've never seen a map arranged like that on a small scale.
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
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Looks through windows at last- sees other team's last.

surprised-reaction-guy.jpg
 
Aug 23, 2008
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What I immediately noticed about this was the layout. It's a U shape. All the community 3cp push maps I've ever seen followed typical 5cp format and were a straight line. I haven't gotten to play it yet but I thought it was interesting because I've never seen a map arranged like that on a small scale.

cp_resonance and cp_croissant on the larger scale
 

tyler

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Sep 11, 2013
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Yeah, it's interesting there've been takes on it for 5cp, but no one ever considered 3cp.

I played it a bit, and I'm not sure I like it, but I probably need to play it more. It seems really hard to push out of your own base once the enemy team starts pushing in. Over about a dozen games I never saw a turnaround.
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
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You've played a dozen games since it released? What time-boring wormhole have you been using that you've had time for that many rounds?
 

YM

LVL100 YM
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Dec 5, 2007
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My initial reaction is that it sucks balls.

There is no flow, I was always running in really weird directions and never felt like I knew where I was going, even after getting used to all the areas.

There's also stuff to get caught on everywhere. It's Crash's nightmare.
But having said that, I found one spot that was horribly overclipped. Did a doublejump across the stream and landed on a patch that WAS flat but had been clipped to like 60 degrees or something and so I slowly slid into the water despite landing at the top level in a spot I should have been OK at. eeeuuurggh overclipping D:

It's ok I guess. nothing special.


You've played a dozen games since it released? What time-boring wormhole have you been using that you've had time for that many rounds?

Update has been out for 6 hours. at 3-6 minutes per round, that's at least 10 per hour. If they were all super short, you could have played over 120 rounds by now.
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
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n out for 6 hours. at 3-6 minutes per round, that's at least 10 per hour. If they were all super short, you could have played over 120 rounds by now.

First of all, you did the math? Tryhard, and I can see your major shining through.

Secondly, all the rounds of Powerhouse I've played have probably been 20 minutes. So put that in your calculator and, uh, calculate it. I just can't see it being feasible.
 

tyler

aa
Sep 11, 2013
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yeah pushing into 2nd from your spawn really sucks. a forward spawn in that massive lobby area would help a lot.

but i also just complained that i never saw teams push back out so idk
 
Jul 30, 2014
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More stalematey than Foundry, which is impressive really, given there doing it with half the space.
 

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
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I enjoyed playing on the map. However I honestly felt that the last point(s) felt bland.
 

Berry

resident homo
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Dec 27, 2012
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Hydro 2.

Better than hydro.

I enjoyed hydro more than powerhouse, considering hydro at least has some variation in the map with the stages, when powerhouse is just the same old thing for the next 30 minutes.

Speaking of clipping, you can also hide in the waterfall where you're unseen and get on that horrible ledge as a sniper on mid that sees absolutely all of the area.
 

Vel0city

func_fish
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Dec 6, 2014
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Man, Valve should hire Crash to do the clipping for them.
 

Zed

Certified Most Crunk™
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Aug 7, 2014
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Why is this in off-topic discussions?
 

Lenny

L2: Junior Member
May 2, 2013
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Hasn't 3cp been done in some comp format already? Warmfrost, I think it is - it definitely works for smaller teams but on a 24 man pub it can get really stupid.
 

Sergis

L666: ])oo]v[
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Jul 22, 2009
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First of all, you did the math? Tryhard, and I can see your major shining through.

Secondly, all the rounds of Powerhouse I've played have probably been 20 minutes. So put that in your calculator and, uh, calculate it. I just can't see it being feasible.

since when do you need a major to divide 60 by 10

or a calculator for that matter


edit: even better, you claim that having played a dozen games in six hours is unfeasible due to 20 minute round length. meanwhile, 6 hours / 12 rounds = 30 mins so even with your 20 minute rounds there's plenty of very feasible time
 
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Aug 23, 2008
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Problems with 3cp compared with 5cp.

In 5cp (at least in comp), rounds are generally divided up into 3rds: 1/3 is spent fighting at mid (midfights, and transitions), 1/3 is spent fighting on the second point (after a team loses a mid or fails a last push), and 1/3 is spent fighting on last (the last push, in which defending teams are turtling HARD and trying desperately not to lose a round).

All three of those modes of play are fun and interesting, but as much as possible you want to avoid a team being put into a position where they defend the last point for many minutes at a time, because defending last is a GRIND like no other. The defending team sits it out and goes crazy with defensive shit (sentries, pyros, snipers, heavies, etc) while the attacking team sits back and builds uber, afraid to poke there head in case they lose a med or a key player before a push (thus allowing the enemy team to get uber in time defending the next push).

The problem with 3cp is that as soon as a team captures a middle point, the entire rest of the round is a last defense. Either team is put into a position of being forced to hold out on the last point and prevent a single player from capping it and losing the round, and the other team is put in a position of having to deal with the massive turtely defense of the other team. Instead of it being 3rds, it becomes a 1/10 to 9/10 split, where you spend a minute or so for the mid fight, and then get locked into last defense for the rest of the round.