Mard

CP Mard a1c

Osspial

L2: Junior Member
Jul 21, 2015
66
75
Mard - A two-way steel-style symetrical control points map

On cp mard, you will find that the last point for each team is always available for capture. However, the points are laid out in a very unique way - there are direct routes from center to both secondary and last, allowing for varying strategies to come into play about how to capture the last point, whether it being capturing everything before going for last, rushing the last point, or simply considering the second point as a secondary objective.

This is my second (technically) map, and feedback is welcome!
 
Last edited:

Muddy

Muddy
aa
Sep 5, 2014
2,575
4,592
So we imp'd this earlier and I have a couple of things to point out.

My main gripe with this map is that the capture points don't really help either team much. All they do is open and close a few doors (very slowly, I might add) which doesn't do much to aid the team capturing the point, and in fact actually gives the other team an advantage 'cos it gives them a more direct route to the just-captured point (as well as more routes out of their base overall).

See, Steel-likes are a very good opportunity to get creative with your map, and I feel you could've done a lot more with it than what you've got now. The capture points don't need to just open and close routes; you can make them extend bridges, raise/lower platforms, activate a forward spawn (or even push the enemy spawn back), or even be as simple as drastically reducing the capturing team's respawn time (or extending the enemy team's).

My other main gripe is that the last capture points took far too long to capture. When we played this map (on a full server, no less) one team had no choice but to unrelentingly spawncamp in order to win the round. And we only played one round overall. One very long, drawn-out, half-hour round. Bear in mind that in most control point maps (for instance, 5cp push) the last capture point is by far the fastest point to capture.

Also, players were confused by the A B C signs, since there were two B and C points in the entire map (says the user whose most recent map also has two C points, glass houses am I right??) and each team was being directed to all three at the same time. My suggestion would be to do away with the signs altogether - let players address the points the same way they do in 5cp (mid, second, last) - and just direct players towards the center point (but make sure the second is in view at some point so people know it's there).

Finally, BLU's spawn exit appeared to be controlled by another trigger as well as its own, so it ended up frantically opening and closing seemingly all by itself. Spooky.
 

Osspial

L2: Junior Member
Jul 21, 2015
66
75
Something that I was considering doing was doing away with the gimmick and re-purposing some of the elements towards a 3cp map, as it seems that I may have bitten off more than I could chew when attempting to balance a new gamemode while still being inexperienced at designing layouts. See, I'm quite fond of mid and some of the elements surrounding it, and It will be better for me to get more experience creating a map for an existing gamemode then trying to create both a gamemode and map at the same time when I'm an amateur at both. On that note, though the gamemode itself was broken, I'm curious as to how well the actual components of the map seemed to work; the last point was pretty campy (though part of that may have been, as you said, the capture times) but I didn't get much feedback on anything else. Much of that was because the gamemode didn't work particularly well, but do you have any feedback on how mid and second played?