Tampa

CP Tampa A5

DJ Sylveon

L3: Member
Nov 9, 2015
103
21
Rail Spike - CP map for standard tf2 play

This map is an extremely linear control point map. All five control points are aligned with each other and a train runs through each point. Don't worry you can still cap the point while the train is going through just watch your step.

This is in alpha so of course here comes the tag lines. This map is incomplete. Any design aspect may change at any time. This map may contain exploits/bugs that may have not been discovered recently. You can go to this pastebin to see what is being worked on: http://pastebin.com/vMx8LS53

As another note: Yes I know the map is big. Be thankful its in alpha.

tWsMCD8.jpg

spEDu7a.jpg

KG3iwBA.jpg

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SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Looks like sniper heaven. You should break up your sightlines.
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
ugghhhh the scaling on that just made me audibly moan


you need to like, make stuff smaller and add some variation to the height
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
This map looks severely overscaled. It's also totally open and flat, which doesn't help.
 

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
The map looks overscaled and rather flat. Be careful with those sightlines, as it seems that it gets worse with the overscaling.
Try adding some height variation, especially around control points.
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
The map looks overscaled and rather flat. Be careful with those sightlines, as it seems that it gets worse with the overscaling.
Try adding some height variation, especially around control points.
This map looks severely overscaled. It's also totally open and flat, which doesn't help.
ugghhhh the scaling on that just made me audibly moan
you need to like, make stuff smaller and add some variation to the height
Looks like sniper heaven. You should break up your sightlines.

I'm sure posting the same statement over and over is going to help (yes, i realise the irony of that statement. But I got on it earlier and I had a personal tale to tell, so it counts ;))
 
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CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
I'm sure posting the same statement over and over is going to help (yes, i realise the irony of that statement. But I got on it earlier and I had a personal tale to tell, so it counts ;)
I'd say posting the same over and over shows the gravity of the issue...
Also, I think it's going to be really hard to optimize the map in this state
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
We just played this map and.. wow. Unless you're a Sniper, there's nothing you can do.


Basically you need to make this map about a tenth of its size.

The joys of beginner mapping :)

I'm basically a beginner level 2 and I make the same mistakes but it's still entertaining. Unfortunately nobody can tell since I never release any of the maps I work on :(
 

Hotel Detective

L4: Comfortable Member
Dec 10, 2014
187
191
I'm sure posting the same statement over and over is going to help (yes, i realise the irony of that statement. But I got on it earlier and I had a personal tale to tell, so it counts ;))
It's probably more useful then telling people they're not being useful.
 

DJ Sylveon

L3: Member
Nov 9, 2015
103
21
Well I worked at it for a while and here it is! It looks nothing like it did before! Well a good portion at least.
Recent Changes:
Paths to mid are completely redesigned.
Less Tunnels on the tracks. In exchange the train goes twice as fast now.
Snipers have been nerfed to hell and back but they only visited the 1st level. (Thats the hottest level)
A flank path that skips by 2nd and goes straight to mid was added. It ends up in the halls above the point.
New entrance to mid is along the...

Read the rest of this update entry...
 

Egan

aa
Feb 14, 2010
1,375
1,721
Hi DJ Sylveon, we tested your map in the gameday and it was mostly still too large. I made a kinda-long video to explain some of the feelings I had towards the map, but I'll post the pictures I made through it below (better explanations of pictures are described in the video): https://youtu-.be/MGbwx06v40c

l83mh9k.jpg


Cv0exYw.jpg


Mostly just that the points need more cover. Mid was mostly fine, just a bit more cover is needed. 2nd needs a lot more things to fill its space. Last needs more cover for people trying to capture the point from snipers up top.
 

DJ Sylveon

L3: Member
Nov 9, 2015
103
21
Thanks Egan! I'll definitely keep working on it but for now I'm putting this off to the side. I'm going to work on other maps and hopefully by doing so I can help make this map and others much better.

Oh and I know it might not be as obvious but the texture around the track is exactly the same size as the trigger_hurt for the train. I wanted the scare factor in there for last but I guess its too much so I'll make sure you know on last.

As for the stuff you said. The boxes...I did test the map both on my own and with bots and playing medic when I tested it I was able to get up them. I might have messed something up on accident when I was doing small fixes. I like your idea for mid and I'll see about doing that. Second I wasn't completely sure what to do but seeing those doodles might help me come up with something. Last I honestly felt was fine after I did the changes to it. I'm not going to be stubborn and leave it like that but I wont do much to it except shorten routes and provide cover.
 
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DJ Sylveon

L3: Member
Nov 9, 2015
103
21
Major Updates:
  • Switched freight trains out for subway trains
  • Mid has a platform over it. You can cap on top of the platform.
  • Ramps by path that goes under the wall to mid split in half and platforms added to the half closest to the point.
  • Back wall of top area extended to "close off mid". Doesn't actually close off mid.
  • Boxes moved under roof and non-climbable.
  • Forward spawns added. Teams spawn in forward spawn after capping mid. Spawn is outside the walls around mid.
  • Large building with a path over tracks to mid placed next to second.
  • Area opposite of the forward spawn raised.
  • Small dead-end buildings containing health added.
  • Removed previous health and ammo packs in areas containing the buildings mentioned above.
  • Gate added by forward spawn.
  • Protection was added around last point.
  • Large building and sets of trains added.
  • Lighting improvements.
  • Train signals that alert you of an on coming train added.
Minor Updates:
  • Fixed minor bugs.
  • Fixed textures.
  • Fixed freaking everything!

Read the rest of this update entry...