cp_mcmurdo

CP cp_mcmurdo a3

zahndah

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Jul 4, 2015
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cp_mcmurdo - A non A/D 2cp map

mcmurdo is a new (I think) gamemode. There is a 30* second setup time (for engineers) then either red or blu is selected to attack first, randomly. The chosen team has 3* mins to capture the opposing team's point, otherwise they can no longer capture and the other team can.

*all times are subject to change

Download is to the unfinished bsp, all I need to do for a1 is the logic and fix a couple bugs.

Looking for feedback on layout (if anyone would be kind enough to download and run around) and please dont post anything about graphical errors or holes in the world or how the skybox just surrounds the whole map, most if not all of it will most likely be fixed for a1.

Also no screenshots at the moment, they will also come with a1.

Thanks to:
YM (for the name)
ABS (for the resource pack)
Red robot (for the gamemode idea)
 
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Shogun

L6: Sharp Member
Jan 31, 2014
260
220
So teams don't know if they're going to be attacking or defending until setup ends? It's an interesting concept. Hopefully the engineers who built sentries during setup only to end up on the attacking team will be willing to change class and not just sit back at their team's point.
 
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Bunbun

aa
May 18, 2014
401
782
So here's my feedback

Never hide pickups in props, they'll be difficult to find
IzMEjXK.jpg


Don't do this, also these pickups are too close to spawn, making them completely useless

e9gkwXH.jpg


I can't walk along these planks unless I crouch, which is a pain in the butt for many players.
Fe6LP4c.jpg


This health pack is a pain in the butt to get, accessible only by crouch jumping over a bunch on props, put it on the ground instead.
cFc0dx9.jpg


Sightline, also this door is too small.
zED3tCY.jpg


Sunken prop
GUYn7wI.jpg


I don't get this, why do i have to go up the stairs and jump on to this high ground, just so i can get this pickup? It's completely useless you add stairs on both sides.
KWmalRL.jpg


It's impossible for me to tell which side i am at, use team color dev texture for both bases.
58CEN1o.jpg


I exit spawn and i see this, where do i go? Add arrow signs to navigate players out to mid. (also your prop is floating)
Yvduk7G.jpg


Extend this brush over the door underneath.
mCQqBQS.jpg


Scouts could easily come straight in this door onto this battlement, over the containers and cap the point to easily, i suggest removing that entrance or making it a bit more complicated and not so smooth.
wDkYQDk.jpg


One ammo pack is enough, it'l be too easy for an minisentry to camp up here.
QlMm7Py.jpg


This bump is completely useless and I constantly get stuck, delete it.
CzLYItE.jpg


Make these stairs L-shaped along the wall with brushes, this makes the room feel less cramped.



Make these props not-solid, so players wouldn't be able to stand on them.
ci6iVpQ.jpg


Blue prop in red base.
j1v9Lav.jpg


It's also floating
2GH4CH1.jpg


Resupply lockers are in different positions in both spawns, place them in the same location.
k5jgH9J.jpg

P7tsTuG.jpg


These bases are way too cramped, and these containers are constantly in the way, making sentries overpowered.
IY5tZdp.jpg


Overall: Layout feels okay-ish (it's the same with every a1 map), some areas are way too small and mid is too open, there are also too many unnessercary pickups scattered around the map, making engineers too powerful, the gamemode however sounds cool and balanced, which is why i'd like to see this be worked on in the future.
 
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Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
The chosen team has 3* mins to capture the opposing team's point, otherwise they can no longer capture and the other team can.
And the other team has 3 min too?

My thoughts:

-Too many medium/full health/ammo packs
-Those pillars on the walls are hard to notice; change texture
-Stairs are not clipped
- Map feels little bit too long compared to fact that there is only 1 control point at the same time
-Remove those random textures, they look ugly when everything else is dev textures
-Too many slide doors, doors are not good choice to make rooms "smaller", eg. the room next to the spawn is very weird when there is only 3 doors more. My guess is that that will be setup time room, cant say yet
-One sentry on the last, on the container between cp point and door leading to mid, covers whole area
 
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zahndah

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Jul 4, 2015
721
642
So, it seems I forgot alot of what I was going to do before alpha, for example I was going to make that side room off cap (with the hp and ammo) doorless and with a long window so you can look onto the cap, and essentialy remake that whole room. Just more things to fix for a1. Thanks for the feedback though, I had noticed some of the stuff but not acted upon it, and other things not thought important. Hopefully the map will be less... irritating* for a1

also,

So teams don't know if they're going to be attacking or defending until setup ends? It's an interesting concept. Hopefully the engineers who built sentries during setup only to end up on the attacking team will be willing to change class and not just sit back at their team's point.
I figure it would work out like the engineers who build on last during setup time on payload.

*as in not so much jumping / crouching required for health and ammo.
 

zahndah

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Jul 4, 2015
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642
So as a list of things to do:

  • remake room off of cap room (done)
  • not have so many supply crates(done maybe)
  • be less generous with hp / ammo
  • make map less jumpy / crouchy(done)
  • change texture of pillars on last(done)
  • move resupply lockers to match between spawn (done)
  • signs...(done)
  • make attacking battlement less strong
  • make side door bigger and fix base to base sightline (done)
  • fix floating / sunken props(possibly wont fix, due to not being able to jump up crate)
  • make mid roof slightly higher to not be in the way quite so much(done)
  • change cylinder room so cylinders are lower(done)
  • add steps to mid, outside hp / ammo(done)
  • add lighting (done most likely)
  • maybe other things
Edit: I like the crate at last right next to the battlements as a connector between the two, and dont really want to remove it. Also originally the two crates near the main entrance weren't there, they were added to block a sentry spot that covered all three doors and the cap really well, so I removed the one next to the side room.
Screenshot (12).png
Do you reckon that will make it much less cramped or will i have to come up with some other solution to connect the battlements / block that sentry spot?
 
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Zed

Certified Most Crunk™
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Aug 7, 2014
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Are you using fullbright?

Don't use fullbright. Ever.
 

zahndah

professional letter
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Jul 4, 2015
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642
Sure, ill release it soon. Ill just fix a couple more things first.
 

zahndah

professional letter
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Jul 4, 2015
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Changes:
-remade room off last (still needs a bit of work)
-removed a couple supply crates on last
-changed the textures on the pillars on last
-moved red resupply locker to match blu's
-made side door bigger
-obstructed a big sightline
-made mid roof slightly higher (no longer need to jump)
-lowered cylinders
-added steps to mid outside pickups
-possibly others

Things to fix:
-top mid hp and ammo are below the floor (may just remove them anyways)
-add lighting
-have less pickups
-add signs
-weaken attacking battlement
-make even less jumping / crouching required
-possibly others

Read the rest of this update entry...
 

zahndah

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Jul 4, 2015
721
642
Lighting and signs almost done, soon pre3 if not a1.
 

zahndah

professional letter
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Jul 4, 2015
721
642
Update a2: Electric Boogaloo

Changes include:

-Clipped some stairs i missed
-got told to clip using blockbullets (so i did)
-added railings
-changes op attacking balcony to neutral balcony (equally accessable by either team)
-fiddled with pickups
-added sneaky trick jump to get to neutral balcony
-added window in cylinder room over cap room
-changed room off point to go up to attacking balcony
-added sign on big crate stack so demomen can charge up it
-moved connector crate stack under balcony
-logic bugfixing (ALOT)
-made it so when capping the timer stops (to aviod annoying switching when about to cap)
-quite possibly more
-changed 2 side connector rooms (slightly)
-added (broken) tape around point to signify cap area

Things to do:
-Adjust respawn times and make it so defending team has longer respawn time
-more bugfixing probably
-fix tape around point

4535
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Read the rest of this update entry...
 

Hyperion

L16: Grid Member
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Jun 8, 2015
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-Handrails are weird
-There is invisible stairs
v1diJUT.jpg
-Those things in mid >_<
-Pretty much useless space
AucY1XK.jpg
-Windows next to capture points are too un-noticable
-What is point of this area? Only Demos, Engies and Soldiers can reach this
c0AkMby.jpg
 
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zahndah

professional letter
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Jul 4, 2015
721
642
-Handrails are weird
-There is invisible stairs
v1diJUT.jpg
-Those things in mid >_<
-Pretty much useless space
AucY1XK.jpg
-Windows next to capture points are too un-noticable
-What is point of this area? Only Demos, Engies and Soldiers can reach this
c0AkMby.jpg
Invisible stairs are a bug, I shall fix that
The handrails are weird but i am going to keep them for the time being
What things in mid? Please elaborate.
I have no idea what to do in that 'useless space'
I will try make the window more noticable
I have tested and every class but heavy can get up there from either attacking or defending balcony, you can get there by jumping onto the crates then jumping onto it or by using that ledge (on the side of the last screenshot) to jump accross
 

zahndah

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Jul 4, 2015
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a2a: Hey! there has already been an a2!

Updates:
-Fiddled with lighting, now darker to fit the theme of abandoned research facility recently inhabited by RED and BLU
-Fixed invisible stairs
-Thought of title for a2a
-More (maybe)

Read the rest of this update entry...
 

zahndah

professional letter
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Jul 4, 2015
721
642
DUN DUN DUN. Will be 3cp in a3, due to gamemode being confusing, random (people dont like random) and generally rubbish.
Also, what do you think?
cp_mcmurdo_a30000.jpg