Rivulet

pl

L5: Dapper Member
Mar 6, 2009
248
55
CP Rivulet - Alpha 1
designed by Phil

Mode: Attack/Defend Capture Point (3-CPs)
Size: Large


Description / back-story:

About 4-5 months ago, I was working on a CTF map called Carbon, but I wasn't happy with the way it was going. I made a ton of mistakes, mostly relating to optimization and the layout of brushes. I wasn't particularly receiving great comments as well - I was told by people that a lot of rounds would result in stalemates and that the layout was too maze-like. I couldn't really do too much about it. My intention of that map was to focus on the fun aspect, and I think that didn't really work.

But now with Rivulet, I plan to fix the many mistakes I made in my previous map. This time, I'm planning to try something a little different. A 3 Linear A/D Capture Point map. The BLU team will have a forward spawn after capturing the first point since it is just way too far to run if there are no teleporters.


And, one final thing, if you are somehow getting very low FPS, that is because this version has been compiled with VIS set on Fast, since I am currently having problems with Normal as I am being told it is taking far too long than usual :(
But, hopefully I'll be able to address this huge problem soon. I just wanted to get a version ready for this weekend's gameday :)


Known Issues:

- Arrow placement
- RED needs forward spawn
- Team switch only occurs when RED wins

To Do:

- Break up visibility
- Cut off side routes
- More health towards middle area
- Last cap less sniper-friendly

Currently looking for feedback based on:

- Health / ammo placement
- Map design and balance
 
Last edited:

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Looks promising, although perhaps a bit to open. (eg last screenshot)

Only playtetsing can tell however, and i look forward to that :)

Oh and is 2 stage or 3 stage? (Just wondering because of the 3 points per stage thing)
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
Well yes, I am planning for it to be an open map (while trying to keep the map not too sniper-friendly!)
When I first started blocking out this, I thought it was actually going to be to small :O

At the moment, I'm just planning to have one stage in the map considering it is quite a large map.
 
Last edited:

Waif

L7: Fancy Member
Mar 22, 2009
412
125
A few things:

- As we discussed, there seems to be too many side passages and side routes leading off this way and that, try to keep the map nice and linear and focus on the cap points.

- keep the forward spawn where it is, but make it initially owned by red, then disabled after blue captures the first point, then transformed to blues spawn after blue caps 2nd point.

- The distances between each point seem to be really long, perhaps cut down some sections of running, expecially for slow classes like heavy.

-the last point area is too open, snipers are a bit OP.

-IMO you should move/ redesign the last point, possibly put it on the long bridge or something. At the moment it is only accessable from 2 paths, one which leads straight past reds spawn and both of which have very little cover.

-Add more health, ammo and cover to the main,middle route throughout the map, atm with all the side passages it isn't viable.

-Enlarge the triggers on the respawn doors, they open a bit too late

-perhaps add some more height advantage around the last point area/ more buildings- just for more interesting play

Keep going, it is a promising fun map :)
 

Grimes

L1: Registered
Jun 4, 2009
45
4
Thoughts on after the playtest.

I feel like the map lacks a certain level of direction. The combat never seemed focused at any location other than near the last control point and as a spy I generally felt unsure of when a good time to cloak would be. And there are a few areas where you could just delete some of the extra paths and still have the wide and open map you are looking for. I think the forward spawn area should require CP2 to be captured and it should be moved to that side of the map. CP2 felt like a very plain and simple CP to capture. It was just a tiny little room with little to no personality about it. The ammo and health distribution needs some work, it felt more like an Unreal Tournament map than TF2 with the locations and abundance of ammo/hp.

The underlying issue with this map is its size. There is too much open space, too many extra side paths. I think if you trimmed some of the fat you could have a fun, open control point level. Give players a need and a reason to take the side paths. Perhaps with some redesigning you could adjust the level so that instead of having a completely separate respawn room for Red at the start you can have triggered shortcut doors close upon the capture of the first CP (similar to badwater). It will be alot of work but in the end I think the map would better from it.
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
Thank you for the feedback :D

I'm sure that 99% of the suggestions that you both have brought up will be implemented in the next alpha.