CP - Snagged

CP CP - Snagged a9a

Erk

erk
aa
Aug 6, 2016
433
1,098
CP - Snagged - Asymmetrical attack and defense map set in an alpine theme- uses diva dans trees

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As the tag line says, its a 3cp a/d map set with an alpine theme using Diva Dans trees which I'll link below.

Snags are dead trees and are very important to nature.

Very good trees: https://tf2maps.net/downloads/tall-thin-pine-trees.5846/
 

Mess About

L7: Fancy Member
Jan 16, 2017
404
178
Random un-organized feedbacks:

+Red last spawn looks very darn cool, like stuff you see in Quake maps

The map has alot of nasty Sniper sightlines:
This one looks right into the spawnroom
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Even the other door
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Cover the entire way
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No cover beside some Spytech stuffs
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Gameplay:
+Your map has NO forward spawn for Blu, on a 3CP A/D map

+Imo first point is too close to Blu spawn, there's no hold & push area like in cp_gorge, cp_mountainlab,.. and the captime is abit too short

+Not much metal for Engi on first point, just some small - medium packs. Since the point is right in front of Blu spawn, you should be more generous with him

+Probably not a good thing: Red has completely control over this medium health-ammo pack, and Blu will have to turn 90 degrees to kill the guy hiding in this spot, while exposing their back on this highground
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This path is kinda unnecessary, because after capture the 1st point, Blu pretty much has no reason to go around by this way, but can just use the wide - open main path instead
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I can spam sticky all day, and completely safe in this spawnroom
Guarantee with you Blu has no chance to cap last, unless they manage to spawncamping Red
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Tech:
Weird clipping (on both sides), i thought i can jump on these props
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Idk if this intented
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also the fireplace in Blu spawn has no trigger_hurt, it would be fun burning yourself on it
 

Erk

erk
aa
Aug 6, 2016
433
1,098
Changes as of 5/29/2018 are below:

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+Added a new cover wall primarily for Blu to block sightlines

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+Moved Red spawn at C point further back to give more space for both teams

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+Halved Reds spawn at C

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+Added an awning to block a sightline

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+Added a new forward spawn for Blu after 2nd is capped

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+Added displacements for better height transition

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+Changed small ammo pack to medium to help engineers

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+Rotated Blu's first spawn 90 degrees to block sightline and for better general flow of the map

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+Doubled the depth of the death pit at B and added a helpful sign

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+Removed a roof that I felt was too difficult to attack as blu- it is now higher up and clipped off. Subsequently the roof directly behind it is lowered

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Overview

Read the rest of this update entry...
 

Erk

erk
aa
Aug 6, 2016
433
1,098
Changes as of 6/1/2018-

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+Moved forward spawn for blu backwards

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+Added a new area for red to hold with ammo and health

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+Added railings, lighting and more signs around the deathpit at 2nd, moved trigger_hurt box upwards

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+Added a trigger_hurt for Blu's campfire

Bug Fixes:

-Fixed Red spawning in Blu spawn after 2nd is capped, I forgot to set them to enable in the logic_relay for 2nd

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-Changed respawn times: Respawn times for Red should be shorter now, within 14-16 seconds hopefully (ignore snipers crotch please)

Read the rest of this update entry...
 

Erk

erk
aa
Aug 6, 2016
433
1,098
Heyo, its been a while since I've posted an update for Snagged, mostly due to the 72hr jam and the high and low contest.

I've still been working on it however, and hopefully this version will play better than the last.

Changes:

+Added a fence to block players from falling in the pit, and hopefully it looks reasonably good
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+Changed where the pit is open near B. I decided to move the the biggest part of the pit to the choke that red usually holds on defense, in an attempt to get them to realize that it is in fact a death pit, and for blu to push them in. I decided to also get rid of some empty space vertically with an additional jutting building

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+Shortened both teams respawn times significantly, blu now has a ~2 sec respawn and red has an ~8 sec respawn

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+A minor thing but I swapped out the mountainlab dirt texture for a lighter varient, and I think it looks prettier

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Erk

erk
aa
Aug 6, 2016
433
1,098
snagged_altpromo11.png

Added an additional point after C, since C point wasnt really that interesting, and the map didnt feel long enough

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When C is capped there's a 30 second countdown for the gate to open for blu to proceed to the final point D

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Another shot of the new 4th cp
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Reds new final spawn after C is capped

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Red also has a new spawn before C is capped, which switches to blus team upon capping. I set up a trigger_teleport to get any red survivors out to their new spawn.

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One of the issues with B is that no one understood that the pit would kill you, one of the suggestions that I had was to fill it with water, and include skeletons. There are now loads of skeletons in the water, please dont jump in there

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Added a new way for blu to get highground at A, and added a fence to block a sightline

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Changed the ammo spawn near Blus first spawn to be medium instead of full

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Additional shot of D

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Overview of D

Thanks everyone who helped me work out the logic for it, and thanks for reading :haha:

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Erk

erk
aa
Aug 6, 2016
433
1,098
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Moved Red spawn further back, they were holding on way to hard to C

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Added additional health and ammo near C point to help attackers

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Added a full heath in the flank by B point

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Closed up a bit of an obnoxious sightline from Blu spawn to A point- felt it was way too much for the first point

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Increased the actual height of the big rock by blu spawn- originally I had it planned for both teams to be able to go up there, but I realized it would be a serious advantage for red to just bomb their spawn from up there

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Added additional signage to D point, and a few extra health and ammo pickups

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Overview

Upon all these other changes, I set up Red to respawn when a point is capped, so when A is capped Red respawns. The same happens for all the points (except for D ofc). Hopefully this will give Red a chance to compete for B point.

Thanks again for reading and for the feedback

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Erk

erk
aa
Aug 6, 2016
433
1,098
Hi, sorry for not updating for so long- Halloween and other stuff was getting in the way. Hopefully this version helps give B a chance of being contested over, and last to not be so frustrating. I added a few quality of life changes and some additional work on sightlines.
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Moved Blu's actual spawnpoints further back into the courtyard with the campfire to stop them being sniped so hard when they spawn. Also, added a bouncy trampoline- to help keep spirits up when Red is setting up.

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Moved the middle entrance to last back a bit- further than the others to encourage Blu to use the side ones. Also increased the size of the doors to the left and added health and ammo to the right one.

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Also, I felt like it was too hard to notice the left route so I figured blowing up what blocks it up might help. It also looks pretty cool.

Added additional signage around the big pit at B, they have large skulls on them.

Clipped a few areas that were bugging people near B's exit, and messed around with some of the health near B.

Increased B's cap rate to 20 seconds- the longest cap time in the map, since I cant fit in a forward spawn for Red and I dont think there needs to be more length between B and Blu spawn- this is what I came up with.

Added a tractor near last

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