Furnace Creek (cp_furnace)

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
FURNACE CREEK
(cp_furnace_a3)

by Nineaxis and Youme

A 3-point Attack/Defend Capture Point map (like Gravelpit). The map is set at sunset, in the desert, where RED is building a parabolic solar array to power a solar ray.

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3254439384_e07eb1f90b_o.jpg


___________________________________
Revision History (DD/MM/YY)

Alpha 3 released 26/02/09:-
  • Adjusted spawn timers slightly to aid balance
  • Upped capture times to aid defensability.
  • Moved red spawn slightly further backwards.
  • Added glass into windows at one entrance to C from A
  • Added cover to one entrance to C from B

Alpha 2 released 10/02/09:-
  • Renamed capture C to C
  • Increased lighting in all indoor areas.
  • Added more health over entire map.
  • Increased cap times to closer to Gravelpit's (A/B longer, C faster).
  • Unified red's spawn into one building and move it slightly further from C.
  • Enlarged entire C area, makeing the building more open.
  • Extended B building slightly providing more space inside and underneath as well as opening up the windows to allow shooting in/out easier.
  • Opened up B's roof to be rocket jumped onto.
  • Adjusted spawntimes so red take slightly longer and blu slightly less.
  • Added A B and C indicators on HUD.
  • Slightly shrunk the A arena.
  • Reworked paths between points slightly.
  • Moved blue's spawn so that (with only one door) they can see both exits.

Alpha 1 released 04/01/09
  • Initial Release

___________________________________
Known Issues:
  • Dynamic shadows are very long
  • Can get partially stuck in one small area

> DOWNLOAD <


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Last edited:

Cerious

L420: High Member
Aug 10, 2008
455
133
Nineaxis? Youme? Gravelpit? +1 for players and +2 for competitive players for a gravelpit style map! Make sure you have some height elevation so this map will be seen in competitive play as well.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Don't worry theres just as much height action going on as gravelpit, if not more*!

There are two routes from blue spawn to each A and B, and two from B to C and A to C but only one from A to B - just like gravelpit. We're hoping that the main difference from gravelpit is that both points are equally defensable, so you could get an epic hold up at A or at B, whereas gravelpit always ends up at B.

As far as the sky goes, its something I want to tweak, I want to make it so that the opposite side to the sun is less red and more blue, but I've concentrated on blocking out the map so far. in the days between now and gameday I'll work on the skybox a little more.

:thumbup1:

*theres not actually more, but it is of a comparable level
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
The comp scene is going to love you guys:thumbup:

I did a spit-take and nearly jumped out the window when I saw the news about the dynamic duo and the fact that this map is like GP... considering who's making this, I think I can already say that this map will far surpass our expectations.

The screenshots are AMAZING. I LOVE THEM! <3 As a competitive player, also, I think that this map already has more potential than just about any others I've seen in recent times to become a well-loved comp map.



Congrats & good luck! Keep the fantastic work up!
 

drunkie

L1: Registered
Jul 21, 2008
39
10
Ohh I cant wait for this! Gravelpit's game style is seriously underused. I think your sky could use a bit more contrast between the colors. Something about it just doesn't truly work yet...but it's right on the edge of being great. Maybe having the map fully textured will make it feel different tho, so only you really know at the moment :p
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
After a quick playtest
- There's a thingie sticking out of the wall blue spawn to B that I got stuck on (not stuck stuck, but you know) - same with the ramp from C to somewhere.
- Blu spawn to B seems too gravelpitty to me... like almost cut and paste.
- I'm afraid that C is too small in a few ways...that the cap is too close to the entrances to the area and also that red spawn isn't far enough from the entrances to prevent spawn-camping.
 

Altaco

L420: High Member
Jul 3, 2008
484
120
Sky looks a bit too blood red - If it were really a sunset it would be red on one side then fade to a night sky or light blue on the other.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
I'm a bit concerned about your design criteria.

A & B are equally defensible in GP, but due to common playstyles B is usually easier defended. This is due to the tendency of pub play to stack engies in tight quarters. Point A is defended very well with a loose defense that takes advantage of its high sightlines and constant height advantage to take down invaders. Just because A doesn't do well for sentries doesn't mean it's any harder to defend- just less commonly defended.

One of the reasons the map works for the comp scene is because the long capture times allow RED to respond to incoming threats. As Chrono proved with his shorter captures, it is nearly impossible to defend two fast points at once. The heart-stopping moments are created by the back-and-forth arguing over the capture, not the stalemating chokefests sentry farms and static defense promote.

I only say this because I love you guys ;_; Consider raising the timers again... of course I'll bow to playtesting
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
I'd like to see how it runs this one gameday, but it is already apparent that there are going to be some major changes needed, and seeing what happened with the Frontier cart being reduced to normal cart speed in the end, this might just be another demonstration VALVe knows best.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Yes, consider toning down the sky. Its strong red hurts the eyes after a while.
 

cornontheCoD

L420: High Member
Mar 25, 2008
437
70
*shakes fist*

Darn you, taking away my Gravelpit-style map thunder!

Oh well, at least mine is still the only GP-style alpine theme map :p
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
no it isn't (I'm making one too)
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I've got to give this a try as soon as possible.

Makes me wonder how hard it must be to have two people work actively on a map at the same time... Do you just send the vmf back and forth or what? :S
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
I've got to give this a try as soon as possible.

Makes me wonder how hard it must be to have two people work actively on a map at the same time... Do you just send the vmf back and forth or what? :S

We're using dropbox, it updates the files in a flash and syncs them instantly to each other's computers as soon as its on, then all we have to do is say "I'm doing xxx dont touch files x, y and z" over steam chat and thats all that needs to be done. In just a moment I'm going to put a new .txt file of things to do whichwe can both put stuff in so if one of us is working on the map one day we can see the stuff the other thought of earlier.

re sky: Yeah... to all of you if you looked what I said I'd be tweaking it so it was more blue at one side, not sure if any of you saw that.

And to mangy, perhaps thats one of the places where me and nine differ in ideas, I want to create a map that could go either way, GP always ends up on B even though A is just as easily defensable, I don't want two points that can both be defended at the same time without some serious work, I want two points that are so even they could both end up being the one that gets the fall back.
GP is predictable, I don't want this one to be predtictable if possible.

and to griz, C is definitely the point that will require most work of the three, from the initial play last night it did feel too enclosed, I think the inside of the building isn't bright enough for a start.
 

oxy

L5: Dapper Member
Nov 27, 2007
208
30
Yes! Looks sweet. I did make a 'beginner map' called ctf_furnace "http://forums.tf2maps.net/downloads.php?do=file&id=43" I don't think this will be an issue at all because mine was CTF and prop not played at all! Just wanted to let you know encase you wanted your name to be completely original.
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
We're using dropbox, it updates the files in a flash and syncs them instantly to each other's computers as soon as its on, then all we have to do is say "I'm doing xxx dont touch files x, y and z" over steam chat and thats all that needs to be done. In just a moment I'm going to put a new .txt file of things to do whichwe can both put stuff in so if one of us is working on the map one day we can see the stuff the other thought of earlier.

re sky: Yeah... to all of you if you looked what I said I'd be tweaking it so it was more blue at one side, not sure if any of you saw that.

And to mangy, perhaps thats one of the places where me and nine differ in ideas, I want to create a map that could go either way, GP always ends up on B even though A is just as easily defensable, I don't want two points that can both be defended at the same time without some serious work, I want two points that are so even they could both end up being the one that gets the fall back.
GP is predictable, I don't want this one to be predtictable if possible.

and to griz, C is definitely the point that will require most work of the three, from the initial play last night it did feel too enclosed, I think the inside of the building isn't bright enough for a start.
Haha! Me and chrono are doing the dropbox method for ours :D.

And we started back in December. And it failed. :(
 

trainRiderJ

L5: Dapper Member
Mar 14, 2008
203
31
As long as the map is playable (all control points work, the timer works, etc), TF2F is interested in helping to playtest your map.

We run four-team pugs every night in addition to two more four-team pugs on the weekends, so there's plenty of opportunity to get your map some play time.

Add me on steam if you're interested: http://steamcommunity.com/id/trainRiderJ