Wobblypop

CP Wobblypop A7

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
Wobblypop - Replace your old addiction with a new and potentially more harmful one!

Wobblypop is a symmetrical 5cp map set between a Blu controlled Soda Factory and a Red owned Brewery with inspiration taken from Process, Sunshine, and Highpass!

This map is my 2nd attempt at a 5cp map after AirRaid!

Special thanks to @Xelily for helping me with displacements on the map and minor feedback regarding suggesting on what areas of other maps to take inspiration on during development!

Any feedback on the map is greatly appreciated, happy testing!

(P.S. to any Demoknights: The ramp props at mid can launch you if you charge at them!)
 
Last edited:

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
A new update to Wobblypop has been released! Following changes include;

General Changes:
  • Downsized the entire map due to overscaling
  • Remade Mid and last
  • fixed forward spawn doors for each team to not allow the players to get into the spawn room again.
  • fixed alot of visleaf issues the map had.
  • Reworked Connectors

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OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
Wobblypop has been updated to A2a!

General changes include:

  • Added signs to better help guide players around the map
  • Fixed a bug in Blu's first forward spawn causing players to spawn underground.
  • Fixed a bug allowing players to trap other players in red's forward respawn room. (if the bug persists I will allow the forward spawns to be opened from both sides and lock when the forward spawn is moved back.)
  • Added ramps at mid to help players easily get onto the point.
  • Lowered wall at last to allow sentries on the high ground to actively shoot at players attempting to cap.
  • fixed a gap in between a door at 2nd into last's connectors.

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pk.pseudo

Certified Eldritch Horror
Jul 17, 2019
41
26
While this map has a lot of potential, theres a huge glaring flaw that NEEDS to be fixed. The sheer size of rooms and areas. They're MASSIVE. It feels extremely off, and trying to get to the action from spawn as slow classes is a slog. I highly suggest you scale the map down or reduce the size of some rooms and areas because to get to and fight in these areas can kinda be a pain. The map has big potential! I wish you luck on the map!
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
An update to Wobblypop is here!

General changes:
  • Completely remade Mid from scratch and redesigned connectors to become shorter routes to mid.

  • Divided lower connector into mid into 2 rooms and raised the 2nd floor

  • Shortened the farthest connector to allow for a shorter time traveled between mid and 2nd

  • Redesigned main route to mid to decrease chances of getting sniped when traveling to mid

  • Moved both 2nd forward spawns underneath mid's control point

  • Fixed a major bug in forward spawns causing players to get trapped inside forward spawns, this was caused by me not knowing how to make 1 way forward spawn doors, these have been changed to regular respawnroom doors for the time being.
At this point now I think I'm happy with the way Mid looks and I cannot wait to see how the map plays. I am currently looking for feedback on both the new mid and more importantly last as I feel players may think of it as claustrophobic and too closed off to be of any benefit to both the defending team and the attackers.

If you have any feedback reguarding the map please let me know either through this thread or through Discord. Happy testing! :medal:

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OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
An update to Wobblypop is here!

General Changes

  • Re-added a well door to Red side

  • All forward spawn doors are now one way only

  • Removed all Spawn teleporters

  • Remade doors underneath Mid so they are not clipping through the bridge

  • Tweaked high ground connectors at mid

  • Added a welcome camera to Mid
After Yesterday's testing I am happy with how Mid plays for now, though changes to the layout, props, and the additions/removal of Health and Ammo are expected, I am now looking for further feedback on Last and its connectors as they are going to be fully remade by A4 based on feedback, after A4 and its subsequent tests I will be starting to detail and ask for further feedback regarding layout and game-play from a Competitive standpoint.

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OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
  • Fixed a bug where Blu's forward spawn doors would overlap causing the door to remain permanently closed.

  • Added a small health under the point just to test how that would effect gameplay

  • fixed a sign on red displaying a blu arrow instead of a red arrow

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OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
An update to Wobblypop is here!

General changes:

  • COMPLETELY REDESIGNED LAST
  • Remade routes going into last from 2nd

  • Added much needed health and ammo to mid

  • Removed some cover at 2nd that caused engineers to be too powerful

  • Packed the map to feature new custom models and textures

    Forklift model by Rexy

    (special thanks to YoshiMario and Blade for assistance on helping me make the custom Cola and Beer water textures)
If testing goes well I will finish up making minor adjustments to the layout as needed and will start detailing. As of A4 I am now also taking feedback suggestions from a competitive perspective.

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OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
A new update to Wobblypop is here!

General changes include the following:

  • Added spectator cameras to every main part of the map.

  • remade certain brushes and fixed gaps within the map, made more func_details to help further improve performance.
Changes regarding certain areas of the map specifically include the following:

Last:
  • Moved back spawns as to not allow players to spawn in front of a wall.

  • Made the capture zone smaller.

  • made the Barrier by the Control point basic brush textures to allow Soldiers and Demomen to ambush those attempting to capture without being noticed.

  • Remade the river like passage to Lobby to act more as a flank, rather than another way to get to Lobby.

  • Cleaned up props at mid to make the play area cleared and to reduce prop spam.

  • Slightly adjusted the position of the Soda and Beer Vats at last.

  • Changed the small health pack by the vats to a Medium, the small ammo pack remains the same.

  • Raised roof at last to promote more Rocket Jumping.

  • Changed main door way to Lobby to be a large singular door as opposed to 2 doors on either side of the entrance.
  • Changed the leftmost lower flank route to go through a previously inaccessible room into Lobby.

  • Improved Block bullet clipping between the Vats and control point.

  • Raised the height of the Launchpad balcony, as well as adjusting its entrance and window into Lobby.
Lobby:

  • Lower Lobby has been downsized from before, general complaints about the area included it being too far out of the way and being not that useful in terms of team fights.

  • Lower Lobby's health and ammo have been upgraded to Medium sized health and ammo packs.

  • Removed the lower Lobby's connector to 2nd's I.T. route to mid, allowing for fewer sneaky back-caps by spies and scouts, unnoticed by taking this route.

  • Mid Lobby has been outfitted with a chicken wire wall to prevent sniper sight lines.

  • The health and ammo in mid lobby have been removed as it was extremely close to the health packs in upper and lower lobbies as well as at last.

  • Upper lobby has been raised a bit to coincide with Launchpad balcony's new height.

  • All health and ammo by the entrances into 2nd have been removed as to not create a reliance on peaking into 2nd to try and not fully commit to defending the control point.
Second (2nd):

  • The catwalk into I.T. has been extended while the walls below it have been shortened as to widen the passages around 2nd's control point into Lobby.

  • Created a block bulleted Prop staircase by the main route into Lobby to allow for either defenders or attackers to easily get back up onto 2nd without risking being killed by a Sniper

  • Removed barriers by Upper Lobby entrance, Catwalk onto 2nd, and the very far side of Catwalk looking over the main route into Mid and 2nd as they all served virtually no purpose after A4.

  • Lowered the size of I.T.'s staircase onto Catwalk.

  • Moved health and ammo packs in I.T. to the side of the leftmost wall to help guide roll-outs into mid

  • Raised Each team's 1st Forward spawn's roofs to help Rocket jumping soldiers getting onto the point

  • flattened the roofs and adjusted the rotations of the "Doghouse" buildings at 2nd to help make splash damage more reliable and to help with Rocket and sticky jumping in that area.

  • Removed a beam on the balcony entrance into Mid causing Sticky and rocket jumping classes trouble jumping out. This will make blast jumping more reliable in that area.

  • Upper route into Mid has been downsized to make the area more streamlined

  • Moved the out of the way Health and ammo to the top of the staircase

  • Replaced one of the entrances into Mid's balconies with a drop down into the the main route into Mid allowing either for an ambush into main or quick transition into the high ground for blast jumping classes.

  • Main route has been redesigned with a more concealed exit into mid allowing for quick traversal between mid's middle ground and low ground areas.
Mid:
  • Lowered the size of the Balconies on either side of the map, helping to lower their usefulness in terms of sight-lines and spam.

  • Made middle ground around mid larger to help make the area less cramped

  • Previously inaccessible roofs at mid has now been made accessible to Blast jumping characters. These roofs has been No-built to help eliminate sentry and sniper sight lines as a result of opening these spots up to all classes.

  • The low ground health pack has been upgraded from a small to a Medium.

  • Re-textured the low ground's walls to each team's respective colors to help deture players from getting lost and going the wrong way.
I am currently asking for feedback regarding the charge ramps at Mid to allow for both Soldiers and Demomen to use them both for Charging off and Blast jumping off in order to access higher ground Please let me know any suggestions you may have to allow for these ramps to be easier to use in the future.

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OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
Added/changed Signs around the map

Fixed Patches and signs not appearing

Changed around respawn times

Fixed Clipping

Changed capture times for last from 2 seconds each to 2.1 seconds.

Added a bit of cover to the main route to Mid and 2nd getting rid of a nasty sightline into the route.

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OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
An update to Wobblypop is here!

General Changes include:

  • Started Art pass for the map, @Xelily has been brought on to help with further detailing.

  • Moved around spectator cameras.

  • Fixed a bug where you can view some cameras despite not owning the captured area.

Specific area changes include:

Last:
  • Increased cap time for last from 2.1 seconds to 2.3.

  • Fixed clipping for Ingredient bags at the side if the cap, allowing for easier access to the conveyor platforms connecting the vats.

  • Reworked prop staircase onto launchpad balcony.

Second:

  • Added pipes to allow for easy traversal between lobby to the point without risking being killed trying to make it to high ground.

  • Extended high ground catwalk from 2nd and low ground connector to mid.

  • Doghouse has been remade completely and, by request for my sanity and the folks at TF2maps, has now been made into a instance.

  • Both team's first forward spawn have been remade and flipped to allow players to easily notice entrance into mid's high ground connector.

  • Rebuilt access to high ground connector to mid, it is now a small platform instead of a high ground balcony and now includes a shutter door.

  • High ground connector to mid's drop down has gained a prop staircase to allow for easy traversal between high ground and low ground areas.

  • High ground connector to mid has been reduced in size.

Mid:

  • High ground has been enlarged with staircase being moved from beside low ground connector to mid to middle ground on the same level as Main.

  • This will allow for easy transition form medium ground to high ground easily and to cut back on an easy flank by scouts and soldiers.

  • Common ground has been extended making the area less cramped.

  • Remade control point bridge.

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Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
I have played this map quite a few times now and I can pretty confidently say that I think the biggest weak point of this map is the second point, every round that is not an instant steamroll, the map gets stuck on the second point for a long time. Either because the team attacking it can't get anywhere near it or because the team trying to push back out from last never gets anywhere near the point either. I have seen some rounds where this stalemate doesn't happen but I think those were just a case of players just playing badly.

Biggest contributor to this stalemate is the way the point is laid out. Let's look at it in little bit detail.
The transparent red represents where the team controlling the point usually hangs around when defending.

1biT5pu.jpg


From this area, you can with ease:

1. Control the entire secondary path because you can see the whole route from the point, making it easy to see when the attackers are coming or simply snipe them if you are playing Sniper.

2. Control the entire yard which is flat and open with very little cover near the ramps up to the point and the two entrances to it.

3. The two main paths out from last, making it extremely difficult to push the enemy team back once the second is lost. A sentry gun on the point not only covers these two entrances, it also covers the only high ground path teams pushing back have, making it very easy for engineers to further slow this map down to a crawl.

Now let's compare it to the second point of Process, which this point is a worse version of.
Process does the following things differently.

n59L63W.jpg


1. The high ground the point is on is much smaller and gives the players on it much less room to work with.
2. The alternate path onto the defensive platform is on the side of the attacking team, not the defending team.
3. You can't see the entire secondary path from the point and alternate exit is provided below.
4. Most of the entrances the team pushing back onto the point have are not all on the lowest of the low ground and not bunched up so close together, making it much harder to shut down the attempts to push into the area.
5. The yard outside the point is much smaller and not all of it can be controlled by standing on the point.

Something about the map's scale in general feels off too, the way the entrances to different routes are so far apart or are just massive for sake of it makes the map feel overscaled even though it probably isn't in reality.
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
Changelog for A7

Last:

  • Prop Staircase has been removed entirely and replaced with a regular staircase to balcony

  • The main Vat by the control point has been moved slightly and the conveyors have been separated allowing for soldiers to easily rocket jump to them

  • Main entrance into lobby has been tightened and has been made a shutter

  • The path to the far right of the control point into lobby has been deleted and has been made into an out of bounds area

  • Slightly adjusted cover by Control Point

  • Moved Health packs at last and lower lobby

  • Removed guard rails in lobby

  • Extended main lobby's well door entrance.

2nd:
  • Completely remade 2nd with the help of @Xelily

  • Moved and rearranged connectors into Mid to accommodate.
Mid:
  • Attempted to make mid larger by cutting back on the balcony area and redesigning the connector to balcony.

  • Made Capture Zone larger

All changes to Mid are temporary as I am working on remaking it and tested internally, primarily in pugs, while the map is being judged for the Back 2 Basics contest.

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