cp_freight_final revamp for competetive?

Discussion in 'Request Area' started by jakeowaty, Apr 29, 2014.

  1. jakeowaty

    jakeowaty L1: Registered

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    TL;DR

    Hey, I would like to have freight revamped for comp so we can get it back into the rotation, could someone help me? There is some design freedom involved

    ________________________

    Hey, it's jake, otherwise known as jakeowaty. I play HL TF2 for almost 2 years now.

    Recently, I had this idea. What if we took cp_freight_final and remodel it, so it fits competetive a bit better?
    The map has already been made with lot's of players in mind, so it's quite wide open, with many flanks, few rooftops accessible only by jumpers, many healthpacks and ammopacks in spots, that can be sniped.

    In my opinion, the map itself is a very good, lesser known pub map, because it has access routes for all classes, not only jumping ones. Low ceilings on second make jumpers less useful, so that's where the combo goes into play.

    Anyways, to the point: I was talking with Frozen today and I asked him a few questions. I think what has to be done first is to make skybox higher and remove trains.
    Later on second point should be worked on and almost completely remodeled, since it's very cluttery and causes spamfest.
    Last on the other hand is a bit too flat and hard to defend, especially against a good sniper. Few boxes and planks, maybe make uneven ground?

    What Frozen told me is that the map is a little bit too flat. I agree on this one, so what should be done to make it different?

    If you have any ideas, feel free to discuss. Freight remains my favourite pub map of all times, but maybe it's possible to remodel it enough so it would be used in the old rotation of maps (badwater, upward, lakeside, viaduct... This has already been played a million times).
     
    Last edited: Apr 29, 2014
  2. nightwatch

    aa nightwatch

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  3. Bereth

    Bereth L3: Member

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    cp_freight_final was much more popular and much better than _final1, so you could use that as a starting point. The biggest problem with freight, though, is the mid is long and disconnected.
     
  4. theharribokid

    aa theharribokid

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    I thought freight was made for competitive? Like tested thoroughly and that the comp community just dropped it after it got added
     
  5. nightwatch

    aa nightwatch

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    Sort of. It was a decently popular map but there were a few changes made right before it got added, which the comp community did NOT like. I haven't played _final in a long time but I'm not sure if I was really into competitive at the time it was added so I couldn't say for sure what those changes were. It's interesting because valve did the same thing with snakewater - and while there have been many people groaning about those changes, in general most people seem to like the newer map just fine.
     
  6. jakeowaty

    jakeowaty L1: Registered

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    Freight was made with competetive in mind, but I think it's scrapped by the community due to it's randomness with trains, low ceilings on 2nd point and generally speaking low skybox.

    Mid is an open ground, but apart from making it less even, it would be a good place to fight.

    Removing trains would help a lot, but leave the pools and water tunnels. They add a bit of variety to otherwise boring map.

    Change second a bit, making higher ceilings and see what happens.

    Leave last as it is, add big plank or a box in front of the point on the tracks so Sniper has a tougher job. Generally speaking last is very easy to push if the enemy team doesn't have 3 sentries.
     
    Last edited: Apr 30, 2014
  7. Bereth

    Bereth L3: Member

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    What are you talking about? Last is terrible. Much better in _final.

    Also super-high water jumps are funny, but generally imbalanced.
     
  8. YM

    aa YM LVL100 YM

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  9. Lenny

    Lenny L2: Junior Member

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    In fact, many competitive maps would be a lot better if trains were in them.
     
  10. wareya

    wareya L7: Fancy Member

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    freight was designed before comp players really understood what they want in a 5cp map
    last holds/pushes need to be balanced, and if one team wipes out on mid (even slowly), they should almost positively lose their 2nd point as well
    freight isn't like either of those
     
  11. jakeowaty

    jakeowaty L1: Registered

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    The layout of the map is good, I like mid the most, maybe more in the final version.

    Yeah, speaking of freight, I was talking about final for last, but it wouldn't be a bad idea to put a few boxes here and there and more ammopacks.

    Generally speaking I know it's a lot of work, but this map certainly has potential, as the water routes are well thought for any of the classes and the rooftops are good, but not too op.