Corrode

PL Corrode RC2

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Wilson

Boomer by Sleep
aa
May 4, 2010
1,392
1,228
The layout is not really confusing, but as i said, it is swiss cheese, there is a lot of routes, some of them do nothing, some of them take your right behind the enemy lines, all the fights become messy and there is no real flow. Ever since a1 map had problem where you pretty much could be attacked from anywhere, cp2 and last cp are great examples of this, where there is easy to use route with a lot of cover taking your right behind the enemy and then spreading even more routes for you to use, it is not fun, it is annoying and can easily fuck weaker classes over.

CP1 is also easy to defend, the spawn is really close and red gets a lot of height difference over blue once they reach the area, this is the only part of the map where there is no any routes to successfully flank enemy and it is only area that really could use something like this. This problem gets worse once blue manages to cap first point, then red has a lot of height difference and there is a lot of routes all around the map, most leading behind the enemy and begin really easy to use, resulting the fight just becomes a one big mess, there is no real focus, it just is messy, leading to the problem from start of this post.

Why are you trying to always shoot down negative feedback coming from here? No offense, but you don't even bother to join any of the tests on the map and we are repeating same issues from version to version, i think it is time to just step back and think this again, the layout needs a lot of work and testing and you need to stop detailing the map, because it is not really ready for beta, not at this state.

(Sorry if this seems too much a rant)
 
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Boylee

pew pew pew
aa
Apr 29, 2008
1,068
709
Why are you trying to always shoot down negative feedback coming from here?

Because they are the same negative comments from the same group of people playing on the same server. Corrode has been played on other servers and garnered positive feedback without anyone complaining about confusing layout or odd flanks.

Personally, I've played this map several times and enjoyed almost all of them and I've only seen CP1 held once, so I think these issues seem to pertain more to the players on the tf2maps US server than the map.

Now that you mention it I don't think it would hurt to move Red's first spawn back a bit, but on the other hand that could just be compensated by adjusted spawn wave times. Also, the covered area in front of red spawn could happily be closed off once that spawn is no longer in use.

With regards to flanks that go EVERYWHERE OMG, they don't, so shush. The only one that's a real problem is on the last point, the underground route that comes out right by the spawn. Might be an idea to move that one so it comes out just outside of the immediate area to red spawn.
 

tyler

aa
Sep 11, 2013
5,100
4,622
I don't really feel like this is swiss cheese or that the flow is bad. It was a few alphas ago, but the current iteration is great.

I've only seen Blu get locked down when teams are really stacked, honestly.

This is actually, I think, a really straightforward payload map. Maybe you just don't understand the routes, I dunno.
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
150
Didn't the cart path used to wrap around the toxic pit at the end? I loved that, I thought it was clever and a really cool way of integrating the final objective into the gamemode.

If you can figure out some way to get that back, do it. It'd really add a nice thematic level to the final push.
 
Jan 20, 2010
1,317
903
Why are you trying to always shoot down negative feedback coming from here? No offense, but you don't even bother to join any of the tests on the map and we are repeating same issues from version to version, i think it is time to just step back and think this again, the layout needs a lot of work and testing and you need to stop detailing the map, because it is not really ready for beta, not at this state.

(Sorry if this seems too much a rant)

This couldn't be farther from the truth. Ignore feedback? I redid CP 3 and 4 in their entirety because of feedback from this site. As for not showing up for the tests, I am always there anytime Corrode is tested in an improptu. To be completely honest, I do not always enjoy playing in TF2M's gamedays because the feedback gardered there is generally "this map sucks, fix it." Which is about as helpful as a ripped condom.

I appreciate and take into account feedback when it is helpful, and I appreciate TF2M's gamedays because I do sometimes get helpful feedback. But I do not always need to be there when it is being tested. I just ask for a demo and watch it later.

Again, I'm sorry you dislike it, but I disagree with your analysis of the map and am going to use my own discretion
when making changes according to people's feedback.


Didn't the cart path used to wrap around the toxic pit at the end? I loved that, I thought it was clever and a really cool way of integrating the final objective into the gamemode.

If you can figure out some way to get that back, do it. It'd really add a nice thematic level to the final push.

Yeah, it did. It got a LOT of negative feedback. Enough for me to change it to something a bit more user friendly.
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
150
It just looks... lazy to me now. Literally fitting a square solution into a round problem. Theres gotta be a way to bring it back.

What was the negative feedback about it? Was it a rollback zone all the way up?
 

tyler

aa
Sep 11, 2013
5,100
4,622
It was like running up a tunnel that you could barely move in and RED could dive bomb you at any time. It wasn't fun. It looked cool, but in practice it didn't work at all.
 
Jan 20, 2010
1,317
903
It just looks... lazy to me now. Literally fitting a square solution into a round problem. Theres gotta be a way to bring it back.

What was the negative feedback about it? Was it a rollback zone all the way up?

Nah. Was too confusing and too easily attacked from too many angles was the main complaint.

If it makes you feel better, I still like the idea. And I do think it could be better implemented. I just don't think it'll work well in corrode currently. I'll probably bring it back later in a future map.
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
150
Alright. Its just gonna bug me because it feels like the easiest solution to the problem rather than the best.

Just promise you'll do it in a future map and everything will be fine.

EDIT: You can't stop me from sketching it out and figuring out a new solution though.
 
Jan 20, 2010
1,317
903
Alright. Its just gonna bug me because it feels like the easiest solution to the problem rather than the best.

Just promise you'll do it in a future map and everything will be fine.

EDIT: You can't stop me from sketching it out and figuring out a new solution though.

I promise. :p And feel free to try it yourself. But you can't stop me from pointing out it was my idea if you ever make a map of it.
mock.gif
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
150
Oh I won't make a map out of it, I just want to spend some brain cycles on it and get you a new solution so you can keep that cool little thing.
 
Jan 20, 2010
1,317
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DEAR SWEET JESUS, I HOPE EVERYTHING WORKS

CorrodeLogo.png

Version: B0

Corrode Screenshots
Corrode Changelog

Link to Map Download (BZ2)

Changes (Click Images for bigger sizes):

IT'S SORTA BETA, SORTA
Moved blue's forward spawn for CP 4 up.



Added an elevator after CP 2. (Thanks Booj for making the crazy thing!)



Did more detailing around CP 2 and flooded basement.



Tried to detail CP 3. Failed.

Fixed a lot of bugs (hopefully). Probably made more.
Added lots of clipping.
 

Harribo

aa
Nov 1, 2009
871
851
Awesome stuff from Goomba the Viking:

:O:O:O:O:O:O:O:O:O:O:O
Those paint overs look amazing! Where is Goomba these days? Is he still making maps? I loved his artpass entry

EDIT: In fact those are my new wallpapers now
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
150
Okay I'm totally fine with the not spiraling if you can get the last point looking like that.

I think in general thats a really cool idea and a fairly unique setting, some sort of disused red base with obvious damage and a huge reactor about to go critical unless you... drop a bomb in it...

In any case. Make it look like the paintovers.

Also that water bugs me. Is it deep enough to put out flames if you crouch? If so, probably frustrating as hell for pyros, and if its not deep enough, frustrating as hell for people on fire. I'd keep it obviously shallow enough to say "This does not put you out." and leave some deeper holes around where it would put you out.

SUPER FUCKIN' COOL EDIT: If you can somehow bring that eerie green reactor glow to the rest of the map, it'd be amazing. A really nice little detail that'd let you know things are going wrong the closer you get to the pit.
 
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Jan 20, 2010
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CP3PaintoverHammer.jpg


Started duplicating the paint overs. Trying to decide how to approach the collapsed walls. Will be difficult to make them look that good with brushes.
 
Jan 20, 2010
1,317
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