cp_pressure - 3stages

Discussion in 'WIP (Work in Progress)' started by Snipergen, Apr 29, 2008.

  1. Snipergen

    Snipergen L13: Stunning Member

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  2. necro

    necro L3: Member

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    It was fun playing thru your map yesterday. Good job so far.

    Couple suggestions on the layout. Like I said in game, the flow to the first CP is pretty good. Maybe a bit short for the attackers but the defenders were able to fend us off.

    It was a really long haul to the 2nd cp though. I guess you're resisting doing a forward spawn, which is your choice. But you should at least make it a bit easier for the attackers in that case (maybe shorten spawn times for attackers and longer for defenders or whatever).

    Oh, and I was going to bitch bout the bottle neck midway thru the map until I found the tunnel. But even that route was a deathtrap since 1 defending sg could essentially pin any attackers down. The drop down ledge is good to prevent attackers from using that route, but it made it difficult to take down defending sgs. I'd suggest extending the ledge so that attackers can retreat, and it also shows defenders theres a barrier there without going down the entire tunnel to find out.

    GJ so far
     
  3. Vander

    Vander L8: Fancy Shmancy Member

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    I was hit or miss on the Game Day yesterday. Missed this one. D;
     
  4. Snipergen

    Snipergen L13: Stunning Member

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    Thx necro :) Yes there is some stuff i have to work out yet and gameday has pointed me at some few flaws in the map that need improvement, although , I was pretty happy how it played so far.

    Spawn times need work, yep and thinking at some alternative ways.

    Better luck next time Vander ^^
     
  5. Snipergen

    Snipergen L13: Stunning Member

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    RIGHT its on colts and on tf2maps.net server (also ty pepper!)

    2 stages so far, and I will start detailing because it plays like I hoped!
    Dunno if you want screens, it's dev textured.
     
  6. Snipergen

    Snipergen L13: Stunning Member

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    Triple post, now you should care about the map since its going good with it :) I will submit it to every gameday so you get familiar with it!

    What I did in a few hours:
    [​IMG][/URL][/IMG]

    Nothing is finished! It never is.
     
  7. Snipergen

    Snipergen L13: Stunning Member

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    Bump. I need some feedback guys.

    [​IMG]
     
  8. MangyCarface

    aa MangyCarface Mapper

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    Sniper, the map's really shaping up. The brushwork on the buildings looks more or less final. You need to add props to their sides though. The vent prop, the smokestacks, and the mining detail props come to mind. More props will break up the faces of those buildings better.

    Also, at the moment, the map is looking a little bit too woody. Try breaking it up with some metal and concrete. In the second picture you posted, the ground is too open/flat before the cp. Perhaps have a concrete base on which it could stand.

    Hope to play this soon!
     
    • Thanks Thanks x 1
  9. Laz

    Laz L7: Fancy Member

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    looking good! so when are gamedays?
     
  10. Snipergen

    Snipergen L13: Stunning Member

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    Thx, good post!

    I agree, but I love the wood in TF2. I didn't use much concrete here because around the 2nd control point there's quite some concrete. But making the cp not wood is a nice idea. Smokestacks and tiny props yep! Written down :D
     
  11. daemon

    daemon L1: Registered

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    Hi I played it yesterday and it was really fun.

    Don't know about balance/respawn times, because I think the server was configured as fast respawn or something, everytime I died the time showed 15-20 secs, but suddenly I respawned in 2-3 secs.

    Mmm and I think on stage 1 point 2, where there is a bridge and water below, could be more cover for snipers, couldn't get past the bridge without being sniped hehe. Maybe a rock prop there in the middle, perhaps i was just too noob to get through.

    Anyway, it was fun to play.
     
  12. Snipergen

    Snipergen L13: Stunning Member

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    Yay feedback!

    Glad you enjoyed it. I did too :p
    With the sniper issue, it was drpepper. He is pretty much godlike so he unbalances every map if he plays as sniper really :p
    The last point needs some love, I agree. I also have something in mind for the 2nd stage between A and B. Nobody was complaining but I was, you didn't feel safe between those points and engineers couldn't really setup a safe 2nd base.
     
  13. MrAlBobo

    MrAlBobo L13: Stunning Member

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    Heh, I did my best to put him out of commission over and over, but he gets alot of crits with teh knife/ sword <_<

    anyways...I can still say I have yet to hate an attack and defend map ;)
    but yeah...that fast respawn thing in the server needs to be fixed, it really screws up the balance.
     
  14. Inqwel

    Inqwel L6: Sharp Member

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    I liked the second part of the first control point, just the layout really. It was fun defending there as it was attacking it.

    As for suggestions, the blue spawn room in the first area could have used a third exit for the room.

    Question: In the same 1st part of the map, the blue area of the first spawn room, were we meant to walk though the railing?
     
    Last edited: Jul 13, 2008
  15. Snipergen

    Snipergen L13: Stunning Member

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    Thanks mort and albobo!
    About the railing, nope, need to playerclip it ofcourse :)

    I had alot of feedback and I'm very busy with my schoolwork and a vacation job to get me some money for a ski vacation next year, but I still work on the map ofcourse :)

    Also, damn, topic went to page 3 after a few days, active mapping community ftw :O :D