cp_erosion

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
The new mid looks perfect! I can't wait to get my hands on it, I think from a balance and from a competitive standpoint it will be incredibly much better. >:3
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
well b4c is out... but i think the only thing i will be doing with it after this point is

- moving 2/4 to where they are behind the fence and deleting the fence. Also changing the layout of the cliffs.
- adding cover to the mid area.
 

pekken

L1: Registered
May 5, 2008
33
7
Thats sounds awsome, but make sure u dont screw it up, because the map is very close to perfect! :)
 

Phobos

L3: Member
Feb 22, 2009
130
50
God I wish I would see the map in rotation somewhere. I really want to play it with more people than just me.

But I can still give you a little feedback. There's a metal plank on the red side of the upper gangway. It sometimes stops your movement when you come from the central cp to the final cap. You have to jump over it to move on.

I attached a screenshot of the plank.
erosion.jpg
 
Last edited:

Big Lou

L3: Member
Mar 17, 2008
120
27
TF2F played this the other night in a 4 teams of 7 PUG. Although many had fun, a lot of people were frustrated with some of its drawbacks. To make it easier, I'll list the problems we had:

- Way too many things to get stuck on. Many of the ramps were too steep to walk over. Lot's of little nicks and corners will impede your progress which can make retreats INCREDIBLY frustrating. Add a lot more player clips to prevent getting stuck.

- Some areas were much too dark. A few people had to increase the Gamma on their GPU's just to be able to play.

- Direction? There needs to be a lot more direction in the map. Sure there are some subtle differences between the two sides, but a lot of people were getting turned around, especially at the middle. Add more signs and arrows for people to follow.

- Pyros RULE this map. I ran pyro, which is a class I never play, and DOMINATED the map. The other team switched to 2 pyros and gave us one hell of a time. There needs to a few more small healthpacks around the ground level and make the water in the middle high enough to extinguish flames.

- 2 and 4 are way too close to 3. It's kind of ridiculous that a team can take mid and 4 within seconds of each other. It makes back-capping nearly impossible against a good team at 4.

- Spawn doors close immediately after walking through them and will block others behind you for a second. Very annoying. I'm not sure if this is because the triggers are set to Ontouch and not Ontouching.

- CP1/5 spawns are way too easy to camp and can be held down by a demo/pyro fairly easy. Perhaps adding another exit (maybe one floor up?) could help a lot.

There were a few problems with the middle too, but I withhold my comments after seeing the complete retooling of CP3. Overall we still had fun, but I know a lot of these issues made people not fully enjoy it. But you know what? It's a beta, and we never expected it to be perfect. It was unique, and looked great. Overall very nice! Keep up the good work!
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
thanks lou but since the deadline has been moved i get to try some of the things i wasnted to do at the start :D like the change in location of 2/4 AND final
 

FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
We tried b4c on 2f2f. I was really surprised at how well optimized the map has become - we had tried an earlier version weeks ago and framerates were, we thought, irredeemably bad. Not so anymore...

The spawn doors are definitely an issue. They can close too quickly, causing the team to have to back up out of the trigger area before trying again.
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
I just caught the tail end of this on this gameday, but I think it'll be a whole lot of fun. I love the vertical variations. Caught you say it was your last gameday before you left, dunno what's up with that. I'd like to play it some more...if you set up a test on your own or anything and/or want it on my server, shoot me a pm.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Definately.

This map is really fun. You just need to take some criticism with a grain of salt.

I really hope to see it again on gameday.
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
This map is by far the best-looking custom map I've ever played. Actually, I'm tempted to say it's the best-looking TF2 map at all. However, you should use a more linear layout, so that one can't bypass all the middle points entirely and jump straight from the spawn to cap 4.
 

trainRiderJ

L5: Dapper Member
Mar 14, 2008
203
31
There are still a lot of places to get stuck on trying to walk up and down ramps, small hills, logs, etc. Just be sure to go over the map with a fine-tooth comb and playerclip the ground so it's nice and smooth any place there is a transition in height.
 

MungoKing

L3: Member
Jul 12, 2008
148
47
Played the map on gameday, and it seems very balanced, and much more fun than the b3 version. Just make the doors a little more obvious in the forward spawns ( I think you said you were fixing that) and I'm still getting stuck in something around the 2/4 point on Red's side. Please just put a player clip over that whole area or something, sort of annoying when fighting people. That's about it, hope that helps!
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
WOW those are some gnarly changes. The one change that looks concerning to me is the change at last... I like the new open format but it looks far too open and whatnot. It seems to me that it almost caters too much to what the perfect wide open vertical map would have, as in you've overdone it maybe. I like the cap itself being open, but some vertical obstructions like cliff walls are always welcome.

All in all the change to 2nd/4th look amazing! The one change I don't know if I agree with is how you've changed the catwalk system between 1st/2nd/3rd. If anything, by not allowing all classes easy passage on top of 2nd from 1st you're making it harder to push out of the last point.

Great work though! I'm VERY excited!
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
yea i am going to leave the cap layout the same (for sure) they are very good distances apart. also this next play testing for if the last cap should be in a shack or open like it is now. the map will come down to respawn times
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34

Mar

Banned
Feb 12, 2009
607
63
WoW! This map was really improved graphically since last time I checked it!