CP Aqueous a7

Made by Clandestine

  1. ClandestinePz

    ClandestinePz L1: Registered

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    For my next map I decided to challenge myself, both by entering a contest and by trying to make an unorthodox design viable. I chose to make my map centered around the use of water in terms of gameplay and theme.

    The basic premise of my map is that an underground base that has been flooded by heavy rainfall. Its pretty ugly right now but I have some good ideas for prettying it up. Each point in the map involves some sort of water element and I'm hoping it will test well.

    BEHOLD AQUEOUS!

    Lol, I forgot to mention its a push map.
     
    Last edited: May 3, 2011
  2. REEJ

    REEJ L7: Fancy Member

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    Kind of reminds me of Quake 2 :p
     
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  3. ClandestinePz

    ClandestinePz L1: Registered

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    Is that good or bad?
     
  4. REEJ

    REEJ L7: Fancy Member

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    In a good way, but it's gonna be hard to please the audience with naked walls :)
     
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  5. ClandestinePz

    ClandestinePz L1: Registered

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  6. meo_

    meo_ L1: Registered

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    Needs kittens.
     
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  7. red_flame586

    red_flame586 L7: Fancy Member

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    Water game play is terrible for pyros. Make sure to incorporate for every class, otherwise players who like to play pyro won't like your map. It's also very good for spies who can easily dive into the water and hide to get away, make sure to be able to cover this as well.
    Also, brave move making an unorthodox map design for a contest. A lesser man would call you insane. On a serious note, water maps do have problems with design (I dropped a map design that I quite liked because it had to much water in it (much less than this map)), so it'll be interesting to see how this turns out.
     
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  8. ClandestinePz

    ClandestinePz L1: Registered

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    bump for A3

    Also pyro is actually useful on this map.
     
    Last edited: Mar 10, 2011
  9. crisscross

    crisscross L1: Registered

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    Cool idea.new to tf2maps, but i play low comp tf2. Was just thinking it seems really open and bland. If there were some more height variance from left side (defending viewpoint) to right side, i think it would make it more interesting, same for the room going from 4th-->last attacking, in the center. There doesn't seem to be much point in it besides a sniper/sentry perch. if you raised it to give more height advtg, and put in a catwalk (kindalike cp_obscure) or suspended platform above the point i think it would function better. The only other thing i really want to change would be that you have a ceiling at middle. I like how the connections between points are small, and force chokes, but having a ceiling at mid really just limits jumping. Sorry if my criticism is out of line, stupid or noobish :p thanks for reading if you did
     
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    Last edited: Mar 11, 2011
  10. waxpax

    waxpax L5: Dapper Member

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  11. ClandestinePz

    ClandestinePz L1: Registered

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  12. Grim Tuesday

    aa Grim Tuesday

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    Raise your water scale! For an all water map, this is especially a must.
     
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  13. ClandestinePz

    ClandestinePz L1: Registered

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    bump for A5

    I was supposed to fix that this version, but I forgot about 8 times. It will definitely be in the next version. Speaking of which, I think the next version will focus heavily on detailing and optimization.
     
  14. waxpax

    waxpax L5: Dapper Member

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  15. ClandestinePz

    ClandestinePz L1: Registered

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    Bump for A6, the first of many detail oriented updates.
     
  16. waxpax

    waxpax L5: Dapper Member

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  17. ClandestinePz

    ClandestinePz L1: Registered

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  18. waxpax

    waxpax L5: Dapper Member

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