cp_sultry

CP cp_sultry b8

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PigPig

Entitled Elitist
Apr 27, 2015
104
155
cp_sultry - Uh, Wow that's kind of hot

Made over the course of a week
6s map drafted by PigPig and FlipFTW
Map created by PigPig


This map can be described as "I want it I got it"
Steals a lot from what we find fun in tf2:
Ramps everywhere
Tall buildings
Fast rollouts

The map is far from perfection. Feedback is needed real bad.
 

80riNG

L1: Registered
Apr 30, 2017
19
13
geometry/layout of this map is fresh/innovative. brushwork very cool. i can feel the pasion. i like where it is going :cool:
 

Lalaith

L1: Registered
Jun 2, 2021
1
0
Cool map, love the styling right now. Styling makes me think of two warring breweries.

Pretty fast map, I'm not qualified enough to critique openness, hiding spots, or length. I'd like to see where this map goes.
 

PigPig

Entitled Elitist
Apr 27, 2015
104
155
Logic changes:
  • Added 2 seconds to total respawn times
  • Once a team caps second their respawn time grows by 3 seconds (This is to counteract the fact mids forward spawns are super close to 2nd)
  • Fixed blue 2nd capping ~2 seconds shorter than red (What the fuck?!?!?)
  • Changed capture times of mid and 2nd to be more akin to the pace players expect (We will see if I got this right, tweaks to this will continue forever I swear.)
Layout changes:
  • Removed mid cover
  • Replaced rock on 2nd with a shack (More consistent to fight on, Also allows soldiers to knock anyone aggressively holding close to choke off the height.)
  • Lowered some doorways to help demo trapping
  • Added pipe near choke inside of mid (Spice up gameplay, that's all)
  • Pulled in the support near choke (People said it felt awkward, I have to agree.)
  • Added post boiler high ground for soldier to perch on (Help defenders have an eye into valley, Can be easily spammed out)


What I am looking at + Roadmap:
Sniper to mid, We removed the defensive cover piece on mid to weaken passive holds. This opened up the possibility for a ridiculous sniper sightline...? This versions mid fights might be completely awful.

The information difference pushing into 2nd is kind of stupid. Defenders get a lot of information from any player sitting on the points cover piece looking into choke. My aim is to allow attackers to easily pressure the player out of their powerful position.

There is a pipe players can stand on by 2nd. This pipe has 2 dangerous sightlines into last/lobby. I was told to keep it because its "swag", We will wait till it's a problem.

I feel defenders on last can gain control of lobby very easily, forcing attackers into the alleyway by last. Just my own opinion, we will see if this turns out to be an issue.

The detail all around the map is my attempt at getting the clipping of Watergates theme correct. (The brick supports and gutters / pipes shouldn't interrupt rocket jumping, Before continuing with detail I need to find the least intrusive way to clip these areas. I feel the 16 unit clip weakens my rocket jumps heavily, I'm not a fan of how the clipping is implemented right now, Now to see if others feel the same >:D)

See you in a7! (or a6a)


Read the rest of this update entry...
 

PigPig

Entitled Elitist
Apr 27, 2015
104
155
Warning: This version is super rushed!

Problems that will be fixed in the next version:
Last spawns will no longer come out of a ditch
Optimization
Clipping

Changes:
Detail to mid
Added small healthkit to mid
filled in unused area on the left side of spawn
(There are now 2 highground spawncamping spots for soldier! Yikes!)
Tons of super small tweaks

Other notes:
COMPLAIN LOUDER NOW PLEASE! OR FOREVER HOLD YOUR PEACE
also talk about mid

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d3adfin

L4: Comfortable Member
Jul 21, 2019
185
71
you fuckin killed it with this map man
 

PigPig

Entitled Elitist
Apr 27, 2015
104
155
Small tweaks and unimportant work allover the place...
Oh and gameplay changes I guess.

Gameplay:
Made bulletblock less aggressive (allover)
Added underpass route on mids forward spawn area
Made shack on mid narrower
Made 'skilljumps' on mid less tedious
Added a window to lower on last for visibility
Made cover near point on last transparent for attackers. (potato settings currently will have problems seeing through these)
Covered up some sniper sightlines on last
Pulled in wall lower lobby to hopefully allow for better bombs(Tell me if this helps sacs or not)
Added hiding spot to lobby


Visual:
Updates to 3d skybox
Made a custom control point animation/particle setup for last



Optimization:
Optimized around 2nd through choke to mid
Replaced unimportant 3d models with 2d cutouts (Windows, fences, chimneys)
More to come...

Things to look forward to:
  • Making grate textures the same on all configs (Currently potato settings cannot see through some grates on important areas)

  • Optimization from boiler into 2nd, 2nd through frogbox into mid, and lasts valley. These are currently the most unoptimized locations I just haven't had time to fix them.

  • Detail on last, Trying to add more greenery so the maps not brown.

  • More theming, each control point will have a purpose

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PigPig

Entitled Elitist
Apr 27, 2015
104
155
Added platform on both sides of the mid control point to allow players to climb much easier.
Clipping changes to mid
Sightline blocker added on mid
Blocked awkward head peak clips for sniper
Slightly altered the suns angle to brighten the map
Added lights to the cheese spot in boiler
Toned down some of the overbearing lights
Added detail to mid
Unclipped some awkward clippings
Fixed awkward bullet blocks on 2nd and mid
Fixed aggressive collision on mid control point nipple

I feel this map is basically finished for now. Will come back to make changes after a map cup.

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PigPig

Entitled Elitist
Apr 27, 2015
104
155
Based on overwhelming feedback: "mid is too large, and hard to navigate"

Changelog:
+Made mid smaller and easier to navigate (downscaled, added staircase)
+Changed around health kits on mid
+Moved forward spawn further back on mid
+Lowered spawn times across the board by 2-3 seconds (This roughly matches gully wash spawns now)
+Attackers pushing last now only get a 1-2 second respawn time penalty. (Initially, this was 3 seconds. Drastically lowered to factor new spawn posistion.)
+Fixed weird sticky hiding spots on the middle control point
+Lightmap optimization
+Fixed weird vertex bug near the shutter door
+Blocked sightline soldiers could use to spam 2nd from last
+Fixed visible nodraw above 2nds batts
+Made optimization on the brewery less jarring
+Fixed pipes in spawn not appearing for DX8 users
+Added more useless props to not appear for DX8 users

Notes:
Lots of shit has been shifted all over the place to make mid smaller.
Because of this, there might be some weird clips and such I need to fix. (I saw some lighting issues on some props)

Right now my hypothesis is: the new mid being smaller makes skybox bombing soldiers too powerful. There are a few ultra fast rollouts that are very easy to execute that might completely dominate this new mid.

b5 may contain decongestion to last, So look forward to that.
Right now I need to see how last works with a new spawn position and spawn times.

let me know what think.

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PigPig

Entitled Elitist
Apr 27, 2015
104
155
PigPig updated cp_sultry with a new update entry:

B4A

Small fixes:
Fixed odd holes on mid
Fixed odd lighting and clipping
Improved lighting, some spots were overly bright
Lightmap optimization/ quality shifts
Added Metal grate by 2nd to allow players to visualize an awkward clip
Fixed blue side capture zones being misaligned by 16 units
Fixed blue side last capture zone being inconsistent from the red side. (Players could cap on top of the crate on the last point but only on the blue side)

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