cp_mist

CP cp_mist rc1e-compressed

hutty

aa
Mar 30, 2014
538
444

cp_mist
- A competitive 5 cp map with a jungle theme

Cp_mist is a 5cp map that has some unique aspects to the layout that differentiate it from the typical well or badlands 5cp designs.
 
Last edited:

b1gl4ke

L2: Junior Member
May 25, 2014
70
19
Really cool door coming out of last spawn. I can see a soldier bombing through there now.
 

hutty

aa
Mar 30, 2014
538
444
Thanks for looking through the map armi043, not many people do that, it means a lot.
 

hutty

aa
Mar 30, 2014
538
444
yeah, I fixed the one going from mid into the enemy base, there might still be others that need taking care of
 

hutty

aa
Mar 30, 2014
538
444
Changelog:
+ Removed the mid/B entry to connector
+ Added windows between B & connector
+ Reopened lower B->Base tunnel
+ Reduced size of B->Mid path
+ Cleaned up mid roofs
+ Cleaned up lobby and its entry to B
+ Added healthpack to upper connector

I also made the dev-textures brighter and less ugly than the ones in a3

Read the rest of this update entry...
 

Aron Times

L1: Registered
Jun 20, 2016
4
1
Played this map earlier today.

The map is very, very heavily tilted towards 6s classes. The second point is hard to access with non-core classes, and the last point can be safely sieged by enemy Soldiers. The two mini platforms above the last point feel that they just make blast jumping classes (especially Soldier) unnecessarily stronger.

There was a dearth of ammo pickups, making life hard as an Engie. Furthermore, the long sight lines allow Soldiers and Snipers to easily destroy sentries in the field.

I wanted to try playing it with the Pyro's jetpack but didn't have enough time. Before I could switch loadouts, the round had ended and we moved on to the next map.
 

hutty

aa
Mar 30, 2014
538
444
Changelog:
+ Removed Deathpit
+ Put some cover over last
+ Redesigned mid entirely
+ Removed ramp to upper connector
+ Changed lower base->B route
+ Other minor fixes


I blocked off the upper area to non-jumper classes, it was just too abuse-able by snipers. They can still get there if an engie sentry jumps and builds a tele though.

I also Scrapped mid in-place of a new one. Its much simpler now, maybe thats good, or bad, i'll have to see how it plays out.

Overall the map is more straightforward and feels smaller, even though it is technically larger than A5.

Read the rest of this update entry...
 
Sep 19, 2010
475
499
Just played this in today's imp and had a pretty good time. Definitely feels geared towards 6s classes, which may or may not be a problem depending what you're going for.

One of the things I noticed is there's a lot of unused space. A couple of rooms just seem really big for no reason. Here are two examples.
vFNpKgU.jpg

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This route is great for Scouts, Soldiers, and Demos, but nobody else can even access it. I'd maybe put a ramp from second up to it a la Process so Medics and other classes can utilize it.
Wy7UN3Z.jpg


Another example of catering towards jump classes. They have the option to go over this incredibly cramped route, which other classes are forced to go through it. I'm also not a huge fan of vent routes, but if you're going to keep it, I suggest making all the classes have to use it. Otherwise you're punishing people for playing something other than Scout, Soldier, or Demo.
AdcW92e.jpg


Feel really vulnerable on mid. Feels like you're trapped in a box with no idea of when you're going to be attacked. I understand adding cover, but it makes the player feel trapped and more susceptible to splash damage. If you want cover, one option would be a roof of some sort. That would help players find cover from Soldiers using the upper route and also make mid more dynamic.

Edit: One more thought to add. This is your mid! It's where a lot of fighting will happen. Make it memorable! A cool option would be to mimic the building you have covering last. It's unique and would solve the problem with feeling blind, while still providing cover. Just a thought.
115QASg.jpg


In the few rounds we played, I didn't see many people using this route. Seems like it's intended to be a flank, but even then the door leading to the point seems a little narrow. I might open that up a little bit.
qgZ0d8o.jpg


Last bit I have for you. This looks like a great little jump for Scouts, but it's not! I need like 8 more hammer units before I can crouch jump up there. Make it happen!
Nyz9Ame.jpg


Hopefully some of this is useful and you can incorporate it into the map. As I said earlier, had quite a bit of fun, but I was also playing as Scout/Soldier the whole time.
 

hutty

aa
Mar 30, 2014
538
444
Hey, Grizzly Berry, thanks for the feedback. This map's development has been turbulent so let me give some insight.

One of the things I noticed is there's a lot of unused space. A couple of rooms just seem really big for no reason.

This is mostly due to the detailing being bare bones at the moment. I'll trim and garnish the rooms when layout stuff settles down.

This route is great for Scouts, Soldiers, and Demos, but nobody else can even access it. I'd maybe put a ramp from second up to it a la Process so Medics and other classes can utilize it.

There used to be a ramp going to this location from the connector below, I removed it because getting a medic or sniper up there for free is too powerful. Snipers having quick access to all 3 points with health were able to lock the entire map down. (although this was before the 1 way door was added). I decided the best option was to make it jumper exclusive. Engies can still build up there so if your daring enough you could get a tele base setup, but that takes a considerable investment of team resources to pull off.

Another example of catering towards jump classes. They have the option to go over this incredibly cramped route, which other classes are forced to go through it.

Yeah, I should probably block off the vent-top, I left it open after adding the vents recently to see how it would play out. The vents are there to prevent the attacking team from owning upper last too easily, which was an issue earlier builds had.

Feel really vulnerable on mid. Feels like you're trapped in a box with no idea of when you're going to be attacked.

Yeah, I agree, mid is currently one of the weakest points in the map. I plan to make changes to the stone-arch connector between B and mid first so I'll probably be able to bounce something more interesting off of those changes.

In the few rounds we played, I didn't see many people using this route. Seems like it's intended to be a flank, but even then the door leading to the point seems a little narrow. I might open that up a little bit.

Yeah, the gravel flank is a little odd, there used to be an opening to the mid->B connector but I had to close that off for a couple reasons. I'm ok with keeping it small, defenders have enough to worry about as it is.

This looks like a great little jump for Scouts
Yeah, sure. I don't see why not.

Again thanks for the feedback. I don't get lengthy responses like this often and I appreciate it a-lot.