Corrode

PL Corrode RC2

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Jan 20, 2010
1,317
902
CorrodeLogo.png

Version: A5a

Corrode Screenshots
Corrode Changelog

Link to Map Download (BZ2)

CHANGES:

pl_corrode_a5

20110305-pl_corrode_a5a0011.jpg

Removed the stairs from the area behind CP2 to the flooded basement.

20110305-pl_corrode_a5a0021.jpg

Added a ramp on the far corner of CP3's area.

20110305-pl_corrode_a5a0047.jpg

Removed the lower area under CP3.

20110305-pl_corrode_a5a0035.jpg

Moved Red's spawnroom by CP4 farther back.

20110305-pl_corrode_a5a0032.jpg

20110305-pl_corrode_a5a0036.jpg

20110305-pl_corrode_a5a0042.jpg

Redid much a few areas around CP4.

20110305-pl_corrode_a5a0026.jpg

Added a small rollback zone before the final cap.

pl_corrode_a5a

20110305-pl_corrode_a5a0019.jpg

Moved red's spawn for CP2 to the lab area (around CP3).

20110305-pl_corrode_a5a0020.jpg

Added a ramp up to the high ground with rebar around CP3.

Removed some setup doors to the area around CP3.

20110305-pl_corrode_a5a0001.jpg

Moved blue's old respawn room to be used as a detail area.
 
Last edited:
Jan 20, 2010
1,317
902
After today's playtest (and sorry again for the lack of clipping. That was a huge fail on my part) I really need ideas for the last point.

Boylee and I have tried our best to consolidate it and try to make it easy to navigate, but that seems to have backfired on me. I can't seem to keep blue from spawn camping red, and once blue gets the cart around that turn up the ramp, they've basically won.

The only thing I can think of is entirely removing that turn after the spiral ramp and just having the cart immediately make a right turn and fall into the goop. It'd make for a much shorter final point, though, and I'm not sure how I feel about that.

I was also thinking that maybe I should give red access to the higher ground, but I'm not quite sure how to go about that.

Other than that, I'm fairly happy with the first 2 points and the third one, to an extent. I feel like CP3 could still use some work, though. I'm also happy with red's spawn when CP2 is being attacked. People got a little lost the first time they spawned there, but they seemed to have figured it out once the map had gone on for a little while.

Really, I just need CP4 ideas. Anything, really, other than "start over from scratch." If I feel like that's necessary, I'll do it myself. Right now, though, I'm just trying to think of ways of making this layout work.
 
Last edited:

tyler

aa
Sep 11, 2013
5,102
4,621
Make the cart go up a ramp over the goop. Put a hairpin back in, but a small one. Make the ramp a rollback.

???
 
Jan 20, 2010
1,317
902
Make the cart go up a ramp over the goop. Put a hairpin back in, but a small one. Make the ramp a rollback.

???

I'd appreciate it if you could perhaps illustrate this for me. Not quite sure what you're trying to say
 

tyler

aa
Sep 11, 2013
5,102
4,621
SDxcS.jpg


The first thing is what I mean. A smaller hairpin, then a short rollback over the vat. The happy house is red spawn, the red wall is something red has much easier access to than blu. I think this might work okay, or at least better than what you've got now

Then I thought, wait, you know what would totally rule? A payload spinning around and going over its own tracks! So that's what the other part is. I imagine some kind of hobbled together ramp that goes over the tracks it was just on. If you don't do it, one day I will.

I am a bad artist.
 

tyler

aa
Sep 11, 2013
5,102
4,621
AflPd.jpg


Uh, for this to work, Red may need another spawn exit, maybe by those old computers like before, or somewhere else. Also, not sure how much the far path will get used, but I am sure you can figure it out.
 
Jan 20, 2010
1,317
902
CorrodeLogo.png

Version: A6

Corrode Screenshots
Corrode Changelog

Link to Map Download (BZ2)

CHANGES:

20110307-pl_corrode_a60014.jpg

http://dl.dropbox.com/u/4222914/TF2Maps/Corrode/A6/ScreenshotSmall/20110307-pl_corrode_a60015.jpg
Removed the side stairs into the side path around CP2
Removed stairs up to Blue's forward spawn and extended the platform.

20110307-pl_corrode_a60012.jpg

Removed the stairs/path from CP3 to the upper platform above CP4.
Added a "plank" from red's forward spawn for CP2 to the upper area for better access to battlements.

20110307-pl_corrode_a60013.jpg

Removed the ramp right in front of red's forward spawn during CP2.

20110307-pl_corrode_a60002.jpg

Changed the track and area around the final cap area.

20110307-pl_corrode_a60004.jpg

20110307-pl_corrode_a60005.jpg

Added a second red spawn room for CP4.

Changed around the exit to red's primary spawn to be less easily spawn camped.

20110307-pl_corrode_a60003.jpg

Added a circular path from the upper platform around CP4 to the cart path right before the cap.

20110307-pl_corrode_a60018.jpg

Opened a walkway that connects all the upper paths above CP4.

20110307-pl_corrode_a60016.jpg

20110307-pl_corrode_a60017.jpg

Readded a setup door from CP3 to the upper areas around CP4.
 

Turbo Lover

Fight me under Glasgow Central Station
aa
Feb 15, 2011
333
344
You make a good point, however falling off a mountain only costs money after visiting hospital to fix up all the broken bones you most likely end up with, and I'm pretty sure a lot worse can happen.

Getting the track pieces in the correct position makes the map one step closer to completion, there is always a chance this map could become official and if it does you gain money (hopefully) from the stamps bought.

Plus, only in semi-rare cases is making TF2 maps lethal.
 

tyler

aa
Sep 11, 2013
5,102
4,621
I think he's gonna wait until the area is final and then just make custom track props.
 
Jan 20, 2010
1,317
902
You make a good point, however falling off a mountain only costs money after visiting hospital to fix up all the broken bones you most likely end up with, and I'm pretty sure a lot worse can happen.

Getting the track pieces in the correct position makes the map one step closer to completion, there is always a chance this map could become official and if it does you gain money (hopefully) from the stamps bought.

Plus, only in semi-rare cases is making TF2 maps lethal.

What yyler said.

Also, become official? :O Dear god, I would die.