CP beachfront A6

A/D CP i made in about 12 hours.. im really tired. its a working title

  1. F4NGS

    F4NGS L1: Registered

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    beachfront - A/D CP i made in about 12 hours.. im really tired. its a working title

    I made this frontline themed map in about 12 hours for the 72h summer jam.
     
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  2. F4NGS

    F4NGS L1: Registered

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    I changed alot for this version. started developing alot of areas of the map to make more sense.

    a brief description of the structure of the map..
    A/D CP map where the blu team starts at the bottom of a hill at the ocean shore. Blu must cross a hill then through a valley with lots of height advantage for the enemy team, plus mines and barbed wire scatter through out. There is a flank on the right side with more cover and health/ammo packs that leads under the bridge to the valley. The red team has a large sniper deck reminiscent of the concrete structures on Normandy beaches during the dday invasion.

    After capturing the first point blu must push through the red teams base. there is multiple different flank options that lead to a courtyard where the 2nd cp is located. this is also right by red team's spawn. tbh i feel i need to develop the 2nd cp area more, though i am interested how this current build will play out. i might ultimately decide to scrap the 2nd cp and start fresh.

    Edited: spelling

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    Last edited: Jul 28, 2016
  3. GigglingGem

    GigglingGem L1: Registered

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    I like the BLU spawn.

    Maybe this is me being pedantic but some of the props don't make sense and this hurts my immersion. For example, the BLU plane that has crashed. It is coming from the opposite direction you'd expect it. It would've hit that building and it would be a lot more destroyed/broken up although is suppose it's only alpha so the visuals of that aren't important now. I also don't see why they would build and air raid shelter into the side of a cliff. But get someone else's view on these things because maybe they aren't important.

    There is a missing texture here.

    I would increase the size of the trigger brush that opens this door so that it opens before you stand on it. You have to go on to it and the door carries you as it moves. Not really a huge issue.
     
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  4. F4NGS

    F4NGS L1: Registered

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    Thank you for the feedback! You have some good points with those props, I might of threw some together in certain places just as height variation. As for that drop down door, I wanted it so players weren't able to hold the gate open and spam down for some cheeky kills. you know no one looks up in tf2.
     
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    Last edited: Jul 28, 2016
  5. Turnip

    aa Turnip The 80s Vegetable

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    I agree with batman, I LOVE the concept of the map, and the little detailing work you have got so far is amazing!

    I like the concept of the door going down, but you need to adjust it so its not so awkward to use
     
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  6. F4NGS

    F4NGS L1: Registered

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    Thank you!
    Yea I should make the trigger for that drop down a normal size.
     
  7. F4NGS

    F4NGS L1: Registered

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    A5

    I've worked on this map alot the last few days and I made bunch of changes. Alot of little tweaks.. clipping, lighting, prop placement etc..

    The biggest change I made is I completely remade the routes that lead to the 2nd cp. The last version of the map only had to 2 entrances to the 2nd cp.. which I can see being extremely chokey and way too in favor of the defending team. So now there's 4 entrances and even more paths to them.

    I feel I need to still develop the 2nd cp more. I can see it being a little too small of a battle area, which can be pretty chaotic. Also the structure might make it feel more like the last point on a 5cp, rather then what a A/D 2nd should be like.


    Very excited to actually playtest it and see if its even a somewhat competently made map. :p

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  8. F4NGS

    F4NGS L1: Registered

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    Last edited: Aug 3, 2016
  9. F4NGS

    F4NGS L1: Registered

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    A6
    Finally got to playtest this map. Thank you to everyone that was there. The feedback was very useful. The map wasn't too enjoyable to play because for some big issues. First off, the map was way too in favor of the red team. I hope tweaking spawn times will help make the map play better. Also the landmines were extremely annoying, and probably got more kills then anyone. So I decide to just remove the landmines entirely.
    Decided to close off the sniper decks once the first point is captured to help prevent blu team being pushed back to there spawn. Also tweaked health and ammo pack placements.

    - Removed landmines!
    - Shorter respawn time for blu.
    - Even shorter respawn time for blu when 1st point is captured.
    - Longer respawn time for red when 1st point is captured.
    - Shorter time to capture 1st and 2nd points.
    - Resupply cabinets closer to blu's spawn gates.
    - Larger ramps in blu spawn to help lend blu team to both mid and side spawn gates.
    - A gate closes off the sniper deck when the first cp is captured.
    - Nobuild in the sniper deck rooms (alittle awkward design, though prevents a unreachable build location)
    - Nobuild on tanks and rocks outside of blu spawn.
    - Add a fence by the bridge so there is a little more cover on bridge route to the 1st point.
    - Changed small health pack to medium health pack under bridge.
    - Changed small health packs to medium health packs on both side flanks into 2nd point.
    - Move back health and ammo packs on right flank into 2nd point.

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