Zephyr

CP Zephyr a3

Gravidea

L5: Dapper Member
Apr 17, 2017
233
105
Zephyr - A 3CP Attack/Defend map, with a few unique concepts!

With Mountain Lab being one of my favourite maps, I've wanted to try a 3CP Attack/Defend map for a while now. The map is planned to be themed similarly to Lumberyard, using a few gameplay concepts I came up with to put into the same map!

The idea for the map is that BLU (Builders League United) is looking for materials for building their next big project. Lacking the funds to buy supplies, they go out on a hunt to loot abandoned warehouses. Oh, but look! Just across the way, those RED (Reliable Excavation Demolition) maggots have a supply storehouse where they've been hoarding a bunch of goodies ripe for the taking! But they're a demolition company aren't they? What do they need all that for? Well, we've already got a bone to pick with them, so let's go steal from them and beat them up in the process! They don't need all that stuff anyway.

The map uses content from the following:
TF2maps Frontline Pack - http://frontline.tf/
TF2maps Construction Pack - https://construction.tf2maps.net/
FGD5's "More Vehicles" Pack - https://tf2maps.net/downloads/more-vehicles.7713/
MaccyF's Corner Resupply Locker - https://tf2maps.net/downloads/corner-resupply-locker.1653/
Nesman's Security Fence Expansion Pack - https://tf2maps.net/downloads/security-fence-expansion-pack.8975/
 

Gravidea

L5: Dapper Member
Apr 17, 2017
233
105
Hi! If you're here to give feedback, feel free to give constructive criticism, and provide solutions if you'd wish! As of today, June 25th, I have already playtested the map with a large server of people a couple times (as well as with some of my close friends) and recieved a wonderous amount of helpful and creative criticism to help with the next few stages of the map. With that mentioned, keep in mind that I am already working on moving the map to version a2, and will be sure to update it as soon as it's on its way. Thanks in advance, and I hope you enjoy watching my map change over time!

PS; The map is completely bot proof, and I've tested the map with bots quite a few times on my own as well for fun. Feel free to generate a navigation mesh for the map and test it on your own!
 

Gravidea

L5: Dapper Member
Apr 17, 2017
233
105
Many changes were made in the a2 update based on player feedback, as well as some changes I felt would make the map better!

Version a2:

-Added some doors around the map that only open once A or B are captured. These were added to prevent players from going to certain areas that are pointless to access early in the game, essentially trying to deter players from getting lost in parts of the map that irrelevant to the current accessible points, and to prevent sneaky players from getting to certain parts of the map early.
-Added a platform between the B bridge with some props next to it. Makes it easier for defending classes like Scouts to get to the point, and adds another spot for Engineers to possibly build on.
-Added a little more space between B, and the C gate building platform, making it a little less cramped to play around B.
-Replaced the wooden model stairs with custom made stairs made out of brushes! Whatcha think eh? Do they look nice?
-Not many changes made to the layout around A, other than a small cubby at the back near the point, a few texture pages, and some texture changes! I also made the walls for the center building near A a little less thick.
-Every roof on the map (except the Blue spawn one) has had their texture replaced with one that is a little softer on the eyes. Plated metal models have also been thrown on a few of them to make them look nice.
-Inceased the height of the clipping in the flank leading around C to make it so users can blast jump higher.
-Added a little more space behind B for defending players, as well as another small cubby.
-Added another method for players to get from B to the area leading up to C, instead of the C gate building.
-Most windows have been stylized, and/or changed so you can only see through them one way. A window has also been added to the building that has an accessible interior just before C, allowing players gearing up for an attack in this room to have a better view of what they're up against. This is also a one sided window.
-Changed the small full healthpack building just before C. You can now follow a ramp up to the roof of this building, giving you a good sightline of the entire point.
-Changed the clipping behind the van near C to prevent players from getting stuck when falling back there.
-Added another exit for Red's final spawn, so that everyone isn't just funneled towards the bridge leading towards C.
-Changed the ledge of the battlements above C a little bit to remove a painful sentry spot from Engineers.
-Added a sign that appears when Blue captured point B, making it easier to tell where you are supposed to go.
-Many props were added/changed in some ways, as well as many signs that help the player navigate the map better!

Many thanks to everyone who participated in playtesting! I love seeing people enjoy my maps, and I hope I can continue to work on Zephyr! If you have any feedback about the most recent version, feel free to send it my way! This may be the biggest changelog yet, but at the same time I like to put a lot of detail into what I write and the reasoning behind everything, so sorry this log was so long. Many thanks!

Read the rest of this update entry...
 
Last edited:

Gravidea

L5: Dapper Member
Apr 17, 2017
233
105
-The ground is now made out of displacements! (That green dev texture was starting to be burned into my retinas.)
-Added a one way door for Red at C so they can get up to the battlements if needed.
-Added some detailing to the inside of Red's spawns.
-Blue now spawns initially in an area just outside of their main spawnroom.
-Split the large A door into two doors and changed the design a little bit.
-Made a layout reword to both A and B to make them less cramped and more defendable.
-Changed moved the small ammo pack near A to a different location, placing a small health kit where it once was.
-Added a train that passed by, above A nearby. It doesn't affect gameplay too much, but there is a bridge that it crosses that you can get hit by if you're up there.
-Is it just me, or are there a lot of targets hidden around the map?
-Added a door to the right of Red's initial spawn in the upper area, making it harder to spawn camp.
-Added a door to the exit area of Red's battlements at C, making it less of a sniper sightline.
-Added some trees around the outskirts of the map. Nothing wrong with a little detail on an alpha, right?
-Many other brush details and prop changes here and there.

Read the rest of this update entry...