[WIP] cp_paperclip

kab

L1: Registered
Mar 27, 2008
5
0
Hello everyone,

cp_paperclip is a so called "first map", which means that the original idea behind is to help me get familiar with hammer and hopefully create something that people may enjoy playing. tf2maps.net has always been a great resource for tutorials and offered a solution whenever i encountered a problem. Thanks!

About the map:
It's a multi-stage Attack/Defend map , i.e. Dustbowl style. There are 3 stages with 2 capture points each, 6 total.

Thanks to the kind folks running Fester's place / http://www.festersplace.com / I had several opportunities to test it and it appears to work reasonable for an alpha version. Fester's place is server with fast respawn times and I aim to balance the map around this setting. However, this means i have no idea whether the map will still work with regular respawn times. (The map defaults are set to 2-3 Seconds for the attacking team and 6-8 for the
defending team right now.)


Anyway, I'm looking for input on the current version by fellow map creators. Any obvious mistakes ? Blatant terrain bias for one side or the other ? Setup time too short or too long ? "Where the hell am i going" effect - do i need more signs ?

Download link : cp_paperclip_a3

Pictures!?

Layout
(If you are interested, you can click on the images to see them at a larger size)

Stage 1 is set overground.




Stage 2 is set in an underground base.




On Stage 3 you leave the underground base again and are back overground.





More pictures!
(Once more ! If you are interested, you can click on the images to see them at a larger size)

Stage 1







Stage 2







Stage 3







Cheers!
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
nice map i was like wtf paperclip lol alot of caps :/

love the layout
 

Username

L2: Junior Member
Aug 26, 2008
96
61
Well, you can never have too many signs. But overall, it's an amazing first map. :D
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Impressive for a first map. Seems rather desaturated, but not criminally so. Building's are generally well sized.

Looks like you just need to playtest it and then add details :)
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
We just tested it, it's pretty easy to get lost, you need to put more sign and close some ways. I'll try to give some detailed feedback after another game on it.
 
Aug 19, 2008
1,011
1,158
yeah, orientation is a mess, but other than that i plays quite well
tweak around with the fog_controller and sunposition and brightness for a more vivid look

my biggest problem was that the cp´s weren´t obvious to my eye, as blu, i want to see the cp as i move forward to capture it. 2 of the cp´s (i believe) were in small shacks, not obvious to the eye, the 2nd at the 2nd part hidden behind the container-wagon

try to clear the lign of sight or make it more obvious that there is a cp

anyhow, nice first map
 

kab

L1: Registered
Mar 27, 2008
5
0
thanks for the feedback.

grazr : I guess you mean that it's too dark in some spots with it being desaturated ? I'll have a look at the sun position, anyway.

The fog controller is set to Fog Start 100 - Fog End 8000. The combat zones do not excess 2000-3000 units max, so it might be worth to raise the Fade Start for more vivid colours. Suggestions ?

I'll try to make it more obvious when a CP is contained within the shacks. I can see that people might not realize it.