[wip] cp_roundhouse

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
Roundhouse Rumble AKA cp_roundhouse
Download links:
http://forums.tf2maps.net/./downloads.php?do=file&id=957
http://www.fpsbanana.com/maps/80130

now at version 1.2d


the 'story' if you will is:
"what happens when you don't pay your security in a timely fashion?"
(answer: they raid the facility they're supposed to be guarding, and hold it ransom until you DO pay them)

and here's some pics of it:

point A; the forward defense:
cp_roundhouse_0_190004_7Xz.jpg

point B; the pit:
cp_roundhouse_0_190003_g9G.jpg

point C; the deathray:
cp_roundhouse_0_190001_Y1u.jpg

the C-to-D area, with a glimpse of the train going past:
cp_roundhouse_0_190000_7hM.jpg

view of area D :
cp_roundhouse_0_190005_54i.jpg

down on the the tracks:
cp_roundhouse_0_190007_o3f.jpg

view from blu spawn area:
cp_roundhouse_0_190008_pO3.jpg
 
Last edited:

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
man, i like control point B. Looks nice so far!
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
thx dustoxx :)
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
updated to V 0.7a
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
After losing the first capture point (A) I found it very hard to set up a defence again. The defending team were split in 2 unorganized groups while the offence just plowed on in one big group. So B and C were capped really quickly.
Then on D the defence was focused again and could stop the massacre... somewhat.

To make the B and C areas a part of the game you have to come up with some clever ideas because as it is right now, the defence is having a hard time with those points (no time to organize a defence at all).

Maybe have doors that slowly opens when A is capped, just to give the defence a fake setup time of sorts.

I've only played 2 rounds so If I were you I wouldn't consider this post to be any reliable source of balance issues. I'm just listing my first impressions, I think it has potential to be a good map, the scale felt neither huge or cramped and visually It's different enough to be interesting.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
1st time i actually played the map on a full server, we had a tough cap for A (i was on attacking team),B got capped at some point, i'm not sure when, but then C became a death trap for blu, even with medics, and we couldn't cap it at all.

2nd play i was on defense,but no one went heavy or engineer and we got literally steam rolled by blu.

a forced delay might work i suppose, but at the moment, i think that more playtime is needed to be sure it's needed.
how many people were you playing with at the time?

i don't think i'll be able to make any changes in time for the gamesday deadline this week, but my plans are to make C's cap area a lil bigger, and put 1 or 2 sniper points in the buildings near C so blu snipers and demomen have a better place to attack from (as it stands i think C is almost impossible to take if there's a heavy/medic + a sentry up there
 
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Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
it was on the 2f2f server, about 30-32 players
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
v0.8 now available

i've made some changes to point C and the buildings near it, to hopefully make it a lil less impossible to cap.
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
To me, the hud icons are confusing, because the map doesn't play like a diamond, it plays like a square:
A - B
| |
C - D
more than
A
C-B
D

It also was really difficult to get to C from D when I was red. I'd suggest a back path for red to get to C, the solid line in the attached pic instead of the dash line, because when taking the dash line it's too easy for blu to intercept red on the way to C.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
i see your point grim.

i'll put some sorta gentle sloped path up from near red spawn up to C behind the cliffs, so there's no chance of it getting used as a sniper nest
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
can anyone gimme a small hand?

in the latest version i've added some custom CP UI icons, and added the ambulance too for blu spawn, however, for everyone besides me these are coming up as purple/black squares.

i've used pakrat- and it's worked for the custom posters on the map, so i'm at a loss for why the UI parts and the ambulance texture aren't working
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
now V0.14
i'm getting close to entering beta now. just gotta make sure the changes i made make for better gameplay before i go to full detailing + cliff-displacement.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
updated to version 0.19
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
updated to V 0.20
 

KarmaKaze

L2: Junior Member
Dec 14, 2008
52
13
Gameday Thoughts

This was my first time on this map so take these for what they are worth...
I don't think we finished a complete round before everyone quit the server so I can't give you a lot of thoughts on gameplay. I do like the layout and it was pretty easy for a newcomer to get around.

Most of things I saw were texture related....you may not even care about them depending on what version you are on.

I felt like I was going into the ground when I would pass over A on defense. I asked and no one else was getting this...you might check this just to make sure nothing funny is going on under that point. The big "keep out" on the big door near A seemed awkward to me...felt like I should have been able to go in there...guess it was because I was seeing such a wide open area.

I think these two ground brushes are into each other...Near B I think.
cp_roundhouse_0_200000Large.jpg


I got caught on this trim a couple of times going up the stairs...might need a clip up the wall.
cp_roundhouse_0_200002Large.jpg


I noticed this misaligned texture in a blue spawn room.
cp_roundhouse_0_200003Large.jpg


And you might want to pull these back just a little so they don't show thru the doors...only see them when they are open.
cp_roundhouse_0_200004Large.jpg


Hope some of this helps. Wish I could give you some gameplay thoughts but, like I said, the server emptied. At least your map came up tho....mine never even started. Gameday was kind of a bust for me.
 
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Ezekel

L11: Posh Member
Dec 16, 2008
818
245
game day is tommorrow though...

thanks for all the input - most of that is fixed already.

what did you mean about falling into the ground at A?

why did you think you should be able to go into a door that clearly says "keep out"? lol
seriously though, i'll have a look at it and makes sure it's clear the door is just eye candy

i thought i'd made that trim non-solid... well it's easy to fix that
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
updated to version 1.2d