CP copperhead b1e

Made by owly-oop

  1. owly-oop

    aa owly-oop im birb

    Messages:
    817
    Positive Ratings:
    1,154
    Going to remake an old map of mine. I have plans on how I want this to turn out. Going to keep some stuff from the old map, but most will probably be different. The general idea will still be there though!

    I'm thinking that the map will look a bit like HL2EP2 once it's completed
     
    Last edited: Jun 5, 2011
  2. owly-oop

    aa owly-oop im birb

    Messages:
    817
    Positive Ratings:
    1,154
  3. Lancey

    aa Lancey Currently On: ?????

    Messages:
    3,076
    Positive Ratings:
    1,314
    I miss Copperhead. Kudos.
     
  4. Snacks

    Snacks TODO: Clever title

    Messages:
    121
    Positive Ratings:
    123
    s1_a1:

    [​IMG]

    Can build in both red and blue spawns.
     
  5. owly-oop

    aa owly-oop im birb

    Messages:
    817
    Positive Ratings:
    1,154
    Last edited: Dec 28, 2010
  6. owly-oop

    aa owly-oop im birb

    Messages:
    817
    Positive Ratings:
    1,154
    alright i got good stuff from that test

    -make long hallway a 1 way door
    -2nd point needs a flanking route or something more safe
    -gonna make the thin ramps at 2nd have nothing under it, sentries were evil under there


    i also have stage 3 planned out and i guess i should start working on s2


    everyone thank selentic for helping me, heres some of his idears

    http://dl.dropbox.com/u/3332789/TF2/Misc/copper/cp_copperhead_s1_a1fix0000.jpg
    http://dl.dropbox.com/u/3332789/TF2/Misc/copper/cp_copperhead_s1_a1fix0001.jpg
     
    Last edited: Dec 28, 2010
  7. owly-oop

    aa owly-oop im birb

    Messages:
    817
    Positive Ratings:
    1,154
  8. owly-oop

    aa owly-oop im birb

    Messages:
    817
    Positive Ratings:
    1,154
    so i'm gonna need more than 1 test, the one recently was crazy. steamroll, played normal, or uber defence.


    more ammo at 1st
    use a full healthkit :B
    nobuild that damn pipe
     
  9. owly-oop

    aa owly-oop im birb

    Messages:
    817
    Positive Ratings:
    1,154
  10. owly-oop

    aa owly-oop im birb

    Messages:
    817
    Positive Ratings:
    1,154
    for a4 i need to add a 3rd exit out of the setup, i noticed it was kinda spammy
     
  11. Wilson

    aa Wilson Burial by Sleep

    Messages:
    1,256
    Positive Ratings:
    841
    While playing the map i noticed that blue kept steamrolling red every round, this is probably because most of the time attackers get almost all height difference, you should add more height difference for defenders.
    Also, second point felt bit cramped.
     
  12. owly-oop

    aa owly-oop im birb

    Messages:
    817
    Positive Ratings:
    1,154
  13. Dark

    Dark L4: Comfortable Member

    Messages:
    159
    Positive Ratings:
    135
    A few things I noticed from testing today:
    I really love the first point,
    The second point should cap less quickly and/or be more transparent, if your not looking at your hud the moment it starts capping then you might miss your chance to defend. I also think that player should be able to see in there, some windows would be nice.
    In both of the rounds we played 2nd didn't get capped witch is a bit concerning, I think it might be because of the big hill you use for the main route to get up to where you enter the point, but it may have just been the teams causing this imbalance, just something to keep an eye on.

    If you want my ideas for the layout here you go :take them with a grain of salt:
    [​IMG]

    ps.
    http://dl.dropbox.com/u/3765894/cp_copperhead_s1_a40000.jpg
     
    • Thanks Thanks x 1
  14. Zhan

    Zhan L5: Dapper Member

    Messages:
    208
    Positive Ratings:
    114
    The balance felt really good when we tested it yesterday on the Cafe; on one round BLU won with less than a minute remaining. First point was excellent, second point I think might be better if there was one route where BLU could group together more easily. Currently, it seemed like the paths tended to split up BLU as we were trying to attack so it was more difficult to get a coordinated effort, but this may just be me being bad at TF2, so don't take this too seriously.

    More signs for RED getting to the first point might also be good.
     
    • Thanks Thanks x 1
  15. owly-oop

    aa owly-oop im birb

    Messages:
    817
    Positive Ratings:
    1,154
  16. owly-oop

    aa owly-oop im birb

    Messages:
    817
    Positive Ratings:
    1,154
    I made a mistake, posting this as a reminder tomorrow
    OH NO
     
  17. owly-oop

    aa owly-oop im birb

    Messages:
    817
    Positive Ratings:
    1,154
    Last edited: Jan 6, 2011
  18. Rexy

    aa Rexy The Kwisatz Haderach

    Messages:
    1,795
    Positive Ratings:
    2,367
    Ok so I did some walk times with dustbowl benchmark, walking from spawn locations to each point as a soldier, for both teams, shortest possible distances. Here are the interesting results:

    *Dustbowl, stage 1, cap A = 12 seconds for blu, 20 seconds for red
    *Copperhead, stage 1, cap A = 14 seconds for blu, 26 seconds for red

    *Dustbowl, stage 1, cap B = 24 seconds for blu, 10 seconds for red
    *Copperhead, stage 1, cap B = 30 seconds for blu, 8 seconds for red

    *Dustbowl, stage 2, cap A = 15 seconds for blu, 24 seconds for red
    *Copperhead, stage 2, cap A = 15 seconds for blu, 22 seconds for red

    *Dustbowl, stage 2, cap B = 27 seconds for blu, 6 seconds for red
    *Copperhead, stage 2, cap B = 30 seconds for blu, 7 seconds for red

    From this I think you're right on the money, and more so, because I think it's good that your stage 1, cap B is better than dustbowl's because it is 6 seconds longer--meaning there's less steam-rolly-ness associated, something I always was never a fan of in Dustbowl, stage 1, cap B.
     
    • Thanks Thanks x 4
  19. owly-oop

    aa owly-oop im birb

    Messages:
    817
    Positive Ratings:
    1,154
    Last edited: Jan 30, 2011
  20. owly-oop

    aa owly-oop im birb

    Messages:
    817
    Positive Ratings:
    1,154