[3CP] Dispose

CP [3CP] Dispose A4

Thod_

L1: Registered
Jan 12, 2020
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[3CP] Dispose - A 3CP map mildly inspired by Powerhouse

Presenting the first version of my new map Dispose

  • Each control point has multiple attack routes and health/ammo kits nearby.
  • Indoor areas have high roofs to allow more vertical movement.
  • Middle control point is sheltered to prevent soldier spam.
  • Both sides come with an indoor flank route that give sheltered access to each other.

This isn't my first map that I've made, but it is the first real TF2 map that I've uploaded.

As I update the map, there will probably be more stuff here.
 

Thod_

L1: Registered
Jan 12, 2020
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Alpha 2 Released

  • Added more props around middle control point
  • More props and geometry on roofs of each base
  • Clipped behind the sheds to stop bots from trying to go behind them
  • More props in garages
  • Minor detailing at middle

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nesman

master of fast travel
aa
Jun 27, 2016
1,290
1,175
honestly, I downloaded this map just to look around in it and the layout feels alright. There is one slight issue though and thats scaling. The distance you have to walk is quite large. Honestly I would look at scaling in other maps and get a feel for how valve or someone else did it. Put it in the bot list in the discord too so you can play with a full server of real people
 

Thod_

L1: Registered
Jan 12, 2020
8
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honestly, I downloaded this map just to look around in it and the layout feels alright. There is one slight issue though and thats scaling. The distance you have to walk is quite large. Honestly I would look at scaling in other maps and get a feel for how valve or someone else did it. Put it in the bot list in the discord too so you can play with a full server of real people

Thanks for the feedback! I think you're right about the scaling, I might make both of the buildings a bit shorter. When I was making the map I'd usually just put down a sniper playermodel to get a feel for the scale without running the map. I'll check out the discord but I'm not sure if the map is completely ready for a server with real people yet lol
 

Thod_

L1: Registered
Jan 12, 2020
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something you should do is walk around your map using each class and not just one as well as do it in a valve map like gorge to get a sense of scaling for the slowest classes and fastest class
I did do that a bit before I released the map, it took ~30 seconds to get from spawn to middle as soldier so about ~1 minute to go from one spawn to the other. That was why I made so your spawn is near mid when you cap it. I figured that it reduced offense time and made back capping a bit harder
 

Thod_

L1: Registered
Jan 12, 2020
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30 seconds is a long time. Imagine that for heavy. I would shrink your map length wise first. I would definitely open up a valve map and take measurements of walk distances.
Definitely will do! Thanks for the replies
 

Thod_

L1: Registered
Jan 12, 2020
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Alpha 3 Released! Here's the changelog:

-Added bunkers outside with health and ammo
-Removed connecting rooms from main entrances to control points
-Added another staircase to left side that leads to main entrance
-Textured new roof geometry
-More detailing in secondary garages
-Moved props in window rooms
-Moved window in window rooms to show the connector between control points and main entrance
-Adjusted skins on a few props on Blu's side

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pont

huh? wuh?
aa
Mar 15, 2018
345
522
bots aren't great for playtesting and are usually better suited for logic stress tests or broad-strokes gameplay. you might want to consider starting to run each version through live playtests instead - add a version number to your bsp, then check out the #bot channel in the site's discord server to get it on the map list for the next time an impromptu test happens.

also, look into repacking your bsp if you aren't doing so yet. 18MB is pretty huge for something like this.
 

Thod_

L1: Registered
Jan 12, 2020
8
0
bots aren't great for playtesting and are usually better suited for logic stress tests or broad-strokes gameplay. you might want to consider starting to run each version through live playtests instead - add a version number to your bsp, then check out the #bot channel in the site's discord server to get it on the map list for the next time an impromptu test happens.

also, look into repacking your bsp if you aren't doing so yet. 18MB is pretty huge for something like this.

Thanks for the help, I'll add the version to the bsp in the next update that I plan on releasing today. I'll also repack it. I don't really base everything off I do with "tests" with bots, I just spawn them in just to mess around. Also when I release this update I'll also add it to the map list and I'll probably do some of my own testing with a few of my friends.
 

nesman

master of fast travel
aa
Jun 27, 2016
1,290
1,175
Thanks for the help, I'll add the version to the bsp in the next update that I plan on releasing today. I'll also repack it. I don't really base everything off I do with "tests" with bots, I just spawn them in just to mess around. Also when I release this update I'll also add it to the map list and I'll probably do some of my own testing with a few of my friends.
if you use compilepal its super easy to repack as well as a bunch of other things.
 

Thod_

L1: Registered
Jan 12, 2020
8
0
Alpha 4 released!

-Minor detailing in indoor areas
-Textured side building in middle
-Added 3D skybox
-Minor detailing on bunkers
-Detailed backgrounds

I also repacked the map as requested and put the version number in the bsp name.

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