[WIP]cp_matterhorn

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
It's big, REAL BIG. This seems to be a common theme in maps lately. B point has no cover, if I was a good sniper I would've ruled it, but I'm not. Other areas are the same, no cover, large open areas. Even on E it was impossible to get a sentry up because demos and soldiers could kill them straight shot from out of range from either side.

Look at the size of cap points in dustbowl and gravelpit. They are much smaller, much tighter areas.
Even the last points in Badlands which are probably some of the largest in Valve maps seems smaller and have lots of cover, even if it's just pillars.

Other than that I don't have any problems with it. Steel type gameplay is fun, the layout isn't bad. It's just very large with little cover.

You might wanna try just shrinking the whole level by 25%, but maybe not in the Z scale. That might still be a little large but 50% might be too much. Those are easy numbers to keep your work on the grid.
 

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
What Sgt.Frag Said. Snipers ruled this map.

Also, when going to cap B without A being captured, you are stuck there until A is captured. You know whe you walk down there to B. There is no way out.
 

Gadget

aa
Mar 10, 2008
531
527

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
I didn't get a whole lot of time for testing, but having to backtrack to get to B from A was confusing, and there could have been more signs in general. Additional cover in the room with the car lifts would have been welcome as well.
 

krik3t

L2: Junior Member
Jan 21, 2009
70
21
One problem with layout (except size) - when Blu cap A, they have to return same way they came in. In first few games I ran around and tried to find some other way.

Edit: GrimGriz was faster :)
 

HojoTheGreat

L5: Dapper Member
Nov 11, 2008
206
34
Alpha 3 now available HERE

CP_MATTERHORN

5 Capture Point - Attack/Defend style map
-----------------------------------------------------
Alpha 3 - February 15, 2009

Extract to:
C:\Program Files\Steam\SteamApps\USERNAME\team fortress 2\tf\maps

Fixed:
- added a lot more cover in open areas
- added more signs, and some overlays that explain what conditions open what routes
- reduced the size of larger rooms
- added a RED-specific route between B and the upper level (Red will no longer be trapped at B until A is capped

Known issues:
- Pyros can shoot through setup gates
- Standing on the lift ramp from B to the upper level while it's rising pauses it

Things to do:
- Turn either one or both of the B point windows into glass for give defenders extra cover
- Adjust room sizes as needed
- Add/move signs as needed
- Fix cubemap reflection misalignments
- Begin proper lighting
 

MungoKing

L3: Member
Jul 12, 2008
148
47
I downloaded the new alpha and ran around to see what I could find, just a few minor glitches, mostly graphical.

Right at the beginning, I was stickying the gate, for no real reason, when I found that they actually stuck to the start gate. And then when the gate went down...

3285146827_6a25e282e5_o.jpg


Your nodraw is showing...

3285147513_f03d9c4c94_o.jpg

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V
3285147249_5c1e6963e2_o.jpg


3285966996_21e3db672c_o.jpg

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V
3285966566_ef0d27cb18_o.jpg


This is easily exploitable, tells you where almost every single red player is!
3285148911_bc62f186c5_o.jpg


Forgot to pakrat?
3285148525_4d59e2759e_o.jpg


And finally, the little ramp leading to the ground from this shed can't be gotten over without jumping for some reason..
3285148687_5c95eafa13_o.jpg


Like I said before, fun map, hope this helps!
 

HojoTheGreat

L5: Dapper Member
Nov 11, 2008
206
34
Cheers!

The stairs I've refrained from fixing until I actually texture and detail them, so that was concious.

How do I un-stick those stickies when the gates open? Or rather, what should I texture the doors to prevent the stickies from sticking to them?

The roofs again, conscious decision to leave nodraw-ed until I detail them with ACTUAL roofs heh. Basically I'm hoping no one exploits while I do that.

I thought I had pakratted the truck textures, guess I missed them heh. Cheers again!
 

MungoKing

L3: Member
Jul 12, 2008
148
47
No problem, and I'm not really sure how you'd get them to not stick, on my map I didn't change anything and they just bounce off by default..so yeah no idea.
 

HojoTheGreat

L5: Dapper Member
Nov 11, 2008
206
34
CP_MATTERHORN

5 Capture Point - Attack/Defend style map
-----------------------------------------------------
Alpha 4 - February 19, 2009
http://forums.tf2maps.net/downloads.php?do=file&id=1017

Mostly just new signs, and some error fixes.
cp_matterhorn_a40009.jpg

cp_matterhorn_a40010.jpg

cp_matterhorn_a40011.jpg

cp_matterhorn_a40014.jpg

cp_matterhorn_a40015.jpg

cp_matterhorn_a40016.jpg

cp_matterhorn_a40018.jpg


Extract to:
C:\Program Files\Steam\SteamApps\USERNAME\team fortress 2\tf\maps

Fixed:
- SIGNS! Added lot's of them, hopefully routes are now more clear
- some clipping issues
- Pyros can no longer shoot through the setup gates
- Stickies no longer stick to the setup gates
- sentries no longer recognize players through the sewer doors
- added some minor detailing
- pakratted semi-truck and flatbeds this time (thank you TheDarkerSideOfYourShadow for the great models!)

Known issues:
- Standing on the lift ramp from B to the upper level while it's rising pauses it
- The Red-specific door between B and the upper level is supposed to open to Blue upon B cap, however I messed it up, so it still is locked for Blue

Things to do:
- Turn either one or both of the B point windows into glass for give defenders extra cover (pending further testing
- Adjust room sizes as needed
- Fix cubemap reflection misalignments
- Begin proper lighting

PLEASE REPORT ANY ERRORS, GLITCHES, POOR CONSTRUCTION ETC.
 

HojoTheGreat

L5: Dapper Member
Nov 11, 2008
206
34
I've been sidetracked by tremendous amounts of schoolwork, however progress on a5 is coming along well. I'll have it ready for gameday, but here's a couple shots of some revisions I've made to improve Red's ability to defend caps B and D.

Brevised.jpg

Brevised2.jpg

Drevised2.jpg

Drevised.jpg

Drevisedunder.jpg


If you had any feedback from the previous Gameday please let me know!
 
Last edited:

HojoTheGreat

L5: Dapper Member
Nov 11, 2008
206
34
Alpha 5 Now available @ http://forums.tf2maps.net/downloads.php?do=file&id=1078

cp_matterhorn_a50017.jpg

cp_matterhorn_a50019.jpg

cp_matterhorn_a50021.jpg

cp_matterhorn_a50022.jpg


CP_MATTERHORN

5 Capture Point - Attack/Defend style map
-----------------------------------------------------
Alpha 5 - March 4, 2009

Extract to:
C:\Program Files\Steam\SteamApps\USERNAME\team fortress 2\tf\maps

Fixed:
- revised Cap B
  • Rebuilt the capture area to include Engineer nooks
  • Added glassed windows for cover
  • Added and moved props for addition cover
- completely redid Cap D
  • Rebuilt Capture Point platform, now housed by building under construction
  • New lower area with two entrances (and two staircases to cap)
- pakratted semi-truck and flatbeds this time (thank you TheDarkerSideOfYourShadow for the great models!)
- lowered Red's initial spawntime by 2-4 seconds
- Cap B red-specific door now unlocks for Blue on B capture
- Turned upper open door between C and E into one that opens and closes
- Fixed floor reflections on E to be consistent

Known issues:
- Standing on the lift ramp from B to the upper level while it's rising pauses it
- Some clipping issues may arise, PLEASE REPORT THEM!
- The E door opens passed the prop

Things to do:
- Adjust room sizes as needed
- Fix cubemap reflection misalignments (some still remain around the map)
- Begin proper lighting

PLEASE REPORT ANY ERRORS, GLITCHES, POOR CONSTRUCTION ETC.

And have fun :D

Thread Discussion

Thread Discussion
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
I dont know looking at that last pic 1 demo could easily defend that point. May I suggest making one of the doorways wider, by double.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
I found the map extremely easy to understand after one round, but people got confused so =/

The stairs went down, instead of up.
The area to the right of the stairs to E, (from ramps at B) is way too open.

Seeing as only one round I played thats all I can give back.
 

KarmaKaze

L2: Junior Member
Dec 14, 2008
52
13
I wasn't lost playing as BLU. I don't think the signage is as good for RED. I know there was one door I came out as RED and I should have been directed to my left to go to E (thru the big round door) but the sign was on the right wall as I turned right. So I think that sign probably does a better job of directing BLU than RED.

And you know about the prob they had with the stairs to E.

I like this one the more I play it.