Step

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Latest Screens: http://forums.tf2maps.net/showthread.php?p=85712#post85712

I used to be working on the map cp_step and even made 2 alpha versions of it. Sadly the map didnt work out and i even had the idea it never would work out. Simply because there was a very bad map layout. The final point even was to close to goldrush which im not too happy of. So i decided to start from scratch again and also keep any layout things to a minimum (layout is only done when it has a key part in the map.

The original idea of alpha 2 is kept however: Red starts with 3 points. Blue has to take over A or B to open its specific route to C, they can only open 1 route. After that they must take over C to win the stage. the map is going to have 2 stages and im currently working on stage 2 (yes, for some reason i allways map backwards from C to A).

As red has a harder time defending A and B the gates to C will take some time to open to allow red to defend C a bit easier. further the red spawn has 2 alternative exits to reach A and B faster. Once A or B is capped they get locked.

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Also, at the final point there is a bomb hanging below the CP. After blue capped it an alarm will sound and the bomb drops after 3 seconds giving a nice explosion.
 
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The Gentlemanne

L4: Comfortable Member
Jun 18, 2009
170
94
I think this should be a gravelpit type map.....but its your call.
 

Lazy Eskimo

L2: Junior Member
May 17, 2009
74
11
Blue will attack the control point that's easier to take every time. Even though you worked on 3 points it will essentially be a 2 point map.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
The thing is that im making both routes diffirent in playing style. So even if they take the easier point first it might not be the ideal point to attack (if they take the route thats more ideal for snipers and mostly have pyros in their team). Its just like in gravelpit... A is easier to take over but sometimes B is better to attack in the start (if teams turtle alot). I dont realy see a problem with it. Ofcourse, 1 route will be used more but at least there are more options to get more interesting games. And another thing i did is placing A and B quite close to each other, this will force red to defend both points. And it will make both points quite the same in difficulty to take over (or at least make it easier to balance that).

Also note, the map will have 2 stages. so blue still has to take 4 points.

And if a route becomes overused as its the stronger one i can allways compensate it by blocking a few routes for blue when they took 1 route. And even if that doesnt work i can redesign a route so its either becomes harder or easier to use. Its still in an alpha stage for a reason :)

And another effect i hope for (but i cant know it yet) is that with normal respawn times 1 route is used more often and with instant respawn the other one.
 
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