Compound

gastrop0d

L3: Member
Apr 22, 2009
110
33
So, I decided to work on a simple, small map. I've gone with a 4-CP push game type (like cp_grinder), so your team must control A and B in order to be able to capture the final point in the enemy's base.

I've tried to emphasise the division between the two middle points by separating them with a gap spanned by a single bridge. Ideally this leads to a dynamic between risking the bridge to rush a point and flanking through the tunnels.

Hopefully game play should be fast but very tactical. Any feedback would be greatly appreciated!

Also I've utilised Artesia's lettered CP holograms and TotalMark's new arrow signs, so cheers to them!
 
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Backslash

L1: Registered
May 10, 2008
30
2
I love the height differences in the screenshots. That looks like it would be fun. I wouldn't place health and ammo right next to each other though. Spread the love (love is health and ammo).
 

gastrop0d

L3: Member
Apr 22, 2009
110
33
Thanks. Yeah, I've sort of just dotted health-ammo pairs around at this stage (didn't have a clear idea in my mind where each needed to be). Hopefully can see where stuff is/isn't needed when testing.
 

Termaximus

L5: Dapper Member
Jan 11, 2008
229
32
Yes indeed the layout looks interesting. Of course you won't know how it works out until some play testing, but certainly looks promising. As for ammo/health packs, the general rule is not to put health by ammo, but even in Valve maps they sometimes put them together in same area.
 

gastrop0d

L3: Member
Apr 22, 2009
110
33
Well I just got through watching the gameday demo (disappointed I couldn't be in there when it was on). I was actually very surprised by how balanced it seemed to play (aka stalematey). The final points proved to be extremely hard to take.

From what I could tell 90% of combat was waged on the higher areas of the map around the bridge. In my head I imagined invading the final point from both high and low, so it seemed to me like it was easier to take. I haven't been able to figure out why the lower areas were avoided as much as they were. Too exposed?

Also, didn't seem like there was much problem with navigation ( ? ).

Cheers to everyone that gave it a go!
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I loved the fact that A and B capped fairly quickly, making it very fastpaced.

I heard someone complain about a lack of signs. I managed to navigate fine, but I often ended up at B instead of which ever final point I was supposed to go to, for some reason.

The final points could need some cleaning up by the entrances. It's very tight, and the defenders can just endlessly spam into the little corridor.
 

gastrop0d

L3: Member
Apr 22, 2009
110
33
Thanks MuffinMan, I've taken those points into consideration.

Update time!

I've tried to make the lower passage a more viable path by giving it more cover. Basically I turned the bridge into more of a structure and brought the walls of the passage in a bit. (This opened up minor passage for scouts & soldiers into Red base).

With regards to getting lost around B, it was the big circular passage that was the problem. I took this out and instead made it lead into blue base, thus killing 2 birds with one stone.

Also lowered cap times for final points by 1 second.
 
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