cp_gravelbine

CP cp_gravelbine a11

Lem Mem

L3: Member
Nov 1, 2020
125
31
If you just wanted to make a 3cp version of turbine, this map works, but some of the changes you've made indicates to me you want to improve the layout of turbine. If I'm wrong, well then you can disregard this feedback. But there are some things that turbine does poorly I feel you could change.
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(Ignore the garbage quality, I'm on a dogwater computer currently.)
It might be hard to tell from the image, but you can snipe out of spawn. If you rotate the spawn door 90 degrees like on Gullywash/Sunshine, it should solve the problem.

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You can see into the spawnroom, which is problematic because if you are capping last, you can see which way the enemies choose to leav spawn and more effectively spawncamp them.
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Widening the vents is a good change, but they still are very chokey. You could open them up and turn them into a lobby area. You have a good deal of space to work with, so you can really reinvigorate this area.

MId is pretty good, but one of the biggest problems with the middle is the sniper sightlines.
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All of the sniper sightlines are straight lines between the choke points. There is no real nuance in your positioning like on other maps, and no risk to sniping.
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This area near the forward spawn isn't really an interesting area, although it is a much more useful route since the enemy spawn isn't right next to it when you are using it. It could use some more health so attackers could use it more reliably

I'm gonna list off some other stuff that don't really need an image along side it.
  • I really like how you widened batts on mid, the highground there is less awkward and is actually pertinent to the mid fight.
  • Sentry guns on top of the crates are still very powerful, maybe you could make mid bigger so you can spam them more effectively from the entrances.
  • Mid needs a little more positioning I feel. Right now players only fight over the crates and the turbines. Add some more height advantages and the like for teams to fight over. A good example of this is most competitive 5cp maps. Process and Granary have pretty similar Mids to this, although I'd be taking more inspiration from Process since Granary's Mid isn't very good.
  • The Vents could use a more consistent way to get into them from last. It would make pushing out of last a lot less annoying.
  • You can't tell what team's side you are on based on the walls, change the dev textures on the walls or floors based on what side you are on.
  • Right now the (from the perspective of spawn) right connector from Last to Mid is the only real effective route into last. Maybe make other entrances more useful to attackers.
Turbine has loads of potential as a map, and I feel this map could be a good way of unlocking it.
 

d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
gave some thoughts on the current version
also you should remove forward spawns to make it more difficult to cap last
hope this helps!
 

Owli

L2: Junior Member
Jul 26, 2018
74
4
upload_2021-8-13_4-56-16.png

- mid tweaked

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- forward spawns removed with their routes

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- the area where you prepare to push into last is now a lobby with the top connecting to vents

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- last is higher and lower and has changed entrances

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- spawn doors are facing outward

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- pickups near lobby moved

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- cubby got removed and the pack got moved to the side route

- fixed the props not being solid
- fixed there not being any respawn room visualizers

Read the rest of this update entry...
 

d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
huge huge step in the right direction, i'll be making a follow up video to suggest some further changes to make tomorrow
 

d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
here it is
hope it helps
 

Owli

L2: Junior Member
Jul 26, 2018
74
4
- Map got renamed from cp_turbine to cp_gravelbine to separate it from turbine

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- Mid opened up to the sky
- There is a shack in front of the "crates" to block nasty sightline
- Mid is bigger
- 2 fewer turbines
- Bigger slope to point
- Slope to crates is on the opposite side now

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- There are shutters now that connect to lobby twice

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- Vents removed

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- Flank route is higher

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- New third entrance to last

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- Last has less cover

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- Pickups moved

- The anti hdr blindness prefab was added but might need adjustment

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- And other changes

Read the rest of this update entry...
 

Owli

L2: Junior Member
Jul 26, 2018
74
4
- New high ground at mid with stairs
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- New type vents
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- Boxes on mid cap are now a ledge with a slope
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- Sun now isn't pointing straight down
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- Last side flank got moved closer and gave it high ground
- Blocked out corner
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- Main entrance to Lobby is wider now
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- Main entrance to last is wider
- Mini health moved closer to attackers
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- Spawn doors open faster
- Tunnel's columns are clipped now
- Last cap time lowered
- And other changes
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Read the rest of this update entry...
 

d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
new map thoughts, starting to like this a lot
another change i think would be cool would be to mess with the lighting a little, the map would look so much more lively
 

Lem Mem

L3: Member
Nov 1, 2020
125
31
This map has evolved from a 3cp version of Turbine to a great map. Keep it up, i'm loving whats going on!
 

Owli

L2: Junior Member
Jul 26, 2018
74
4
- Flank route changes

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- Small mid changes

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(turbines moved lower into the ground)


- Mid route changes

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- Vent changes

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- Lobby changes

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(notably, skybox raised and pickups moved)


- Last entrance changes

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- Signs added to the map

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- Other minor changes

(mainly capture times for mid lowered by 2 seconds and last by 1 second)

Read the rest of this update entry...
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,858
I love finding maps that began as simple gamemode swaps of existing maps, then slowly developed into incredible stand-alones. Gravelbine is shaping up to be the gold standard for maps like that.
 

Owli

L2: Junior Member
Jul 26, 2018
74
4
- Last is given high ground

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- Out of bounds fixed up

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- The doorway to shutters is blocked off now

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- Cluster fuck room changes

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- All medium ammo pickups are raised off the floor

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(this is to prevent the metal from getting blocked by teleporters)


- Spawn doors made larger

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- Balcony room changes

upload_2021-11-7_15-29-24.png

Read the rest of this update entry...
 

Owli

L2: Junior Member
Jul 26, 2018
74
4
Owli updated cp_gravelbine with a new update entry:

Lobbyist

- Lobby changes
- Fewer Healthpacks
- Doorways now have more room around the edges so you are less likely to take splash

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- Pick ups In Main moved into lobby
- Medium Pack is now a Full
- Main now has a window and some height variation inspired by Badwater

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- Flank Tunnel has a higher ceiling
- Flank Exit is more spacious to make it harder to get...

Read the rest of this update entry...