cp_erosion

trainRiderJ

L5: Dapper Member
Mar 14, 2008
203
31
Things I like:

-Easy to get from 1/5 to 3, 2/4 to 4/2, etc
-Lots of vertical play

Things I don't like:

-You can see almost from one end of the map to the other on the wooden bridge that goes to mid. A sniper will destroy this on the first push
-When attacking point 4, a sniper can see almost the entire area, and even worse, there is a medium healthpack for him to abuse and a large rock formation for cover
-Some areas aren't very lit at all, such as the two wooden beams at the very top of the mid cavern
-Easy to spam down on mid from the wooden bridge, but very difficult to rocket jump up to it from the ground floor
-You can get onto most, if not all, of the top-most outcroppings. Even the ones with playerclips have some sort of ledge that you can stand on and spam down below
-It's very difficult to get out of the tiny pool of water next to point 2. Also, I get a really bad framerate drop if I look towards the middle of the map while in there
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
-You can see almost from one end of the map to the other on the wooden bridge that goes to mid. A sniper will destroy this on the first push
thats been fixed
-When attacking point 4, a sniper can see almost the entire area, and even worse, there is a medium healthpack for him to abuse and a large rock formation for cover
the sniper has to have some advantages
-Some areas aren't very lit at all, such as the two wooden beams at the very top of the mid cavern
I have changed the lighting and will still be tweaking it
-Easy to spam down on mid from the wooden bridge, but very difficult to rocket jump up to it from the ground floor
hmm
-You can get onto most, if not all, of the top-most outcroppings. Even the ones with playerclips have some sort of ledge that you can stand on and spam down below
in the first release i only clipped so u couldnt get out and thats all i clipped, fixed now
-It's very difficult to get out of the tiny pool of water next to point 2. Also, I get a really bad framerate drop if I look towards the middle of the map while in there
lol, yea it has been clipped and added more boards

also the first post is being updated for the release of alpha 2
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
original post updated
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
things after gameday

- add reset timers to doors
- optimize (how should i do the open areas
- cheap water
- add a path to get up to top level at mid
- remove ladders, and add stairs/ramps
- added cover to go against snipers
- add clips to some displacements
- smooth out some diplacements
- add more color based objects
- add a few more ground level signs (i have started with the models still making the vtfs)

if u have anything else and playtested it today plz post

thanks

Ikem
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Most of what I was going to say is already on your list, but I noticed some displacements had really ugly shadows. This might be because you're using a nodraw to seal it, but it's sticking out of the displacement. If that is the case, you should make sure your nodraws are completely inside the displacements.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I like the looks, the layout is good, I like the verticality.

The main issue I have is that there are so many logs and boards that (and even displacemnts) that players can get stuck on. You really have to 'work' to get around the map. All of that could be player clipped so the terrain to move on is actually very simple.

Also, I think you need more cover. But I think this was discussed thouroughly during gametime. Not enough sentry locations. Soldiers can rule from above...

But still, if you simply player clipped everything and did no other changes I'd love to play it anytime.
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
first post updated
 

Cerious

L420: High Member
Aug 10, 2008
455
133
Mind if I post this on the gotfrag.com forums? They're a competitive community (some top players like Retpile, oPlaiD, Carnage, etc. post there) and they might be able to help you out with balance a little more than us, seeing as how they'll be the ones playing this map primarily.

EDIT: Oh yeah, and optimize the map wayyyyy more. I get 30-40 fps in some areas of the map while I get 60 in others, make it more consistent. Can't help you specifically, but you have long sightlines which make it hard to optimize.
 
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ikem

L6: Sharp Member
Dec 8, 2008
268
34
sure u can post it also yea the optimazation if a work in progress i am just learning the stuff so yea...
 

Cerious

L420: High Member
Aug 10, 2008
455
133
Alright, I made the thread (http://www.gotfrag.com/tf2/forums/thread/388534/) and it's exciting the community, I guess (they're pretty enthusiastic about it). Guess you've already signed up, so just listen to what they have to say. Definitely reduce the amount of sightlines that snipers have, and make the bottom more important. You might want to lower the height of the top, or outright remove it.
 
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Blindfate

L1: Registered
Nov 2, 2008
43
6
We did three rounds on G4B2S Mixed server today, and I'm really looking forward to doing it with more than 5v5.

I really liked it though, my only complaints are it was somewhat disorientating at first, maybe toss a map up in the spawn room, and maybe slow the cap speed down just a little bit, not much, but our first two rounds went VERY quickly. Just some small things to consider. :)
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Ikem I've been watching the posts over at GotFrag and I'm personally very excited with the way the greater competitive community is responding to your map! Ever since I saw your first screen I've had this map pegged as a perfect candidate for a comp map. I've been attempting to get PUGs on this map ever since a3 and maybe with this reaction I can actually get them to do it now!

Personally the changes you've already stated sound great! I just want to reiterate one more time that the biggest thing that could hurt you would be clipping issues, and getting it really smooth would just make this a great shoe-in for competitive or at least organized play!

Good luck to you! >:3
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
yea clipping will be my only downfall lol


also going though a HUGE renovation

cp_erosion_b2_test20001.jpg
 

Cerious

L420: High Member
Aug 10, 2008
455
133
Somewhat radical suggestion: Remove the log/platform leading up top at the first points. This restricts the upper walkway to rocket jumping soldiers and demomen, as well as good scout-jumpers. While it may seem OP still, lower the walkways and bridges on top a little, and restrict the ability to go over practically all parts of the map by removing some sections. This requires soldiers and demomen to rely on medics below for heals, while limiting snipers to low ground.