cp_tempest

Discussion in 'Map Factory' started by Moose, Jul 16, 2010.

  1. Moose

    Moose L6: Sharp Member

    Messages:
    312
    Positive Ratings:
    299
    tempest

    This is a 5cp map is set in a cloudy alpine environment at night.

    RED and BLU have both designed machines capable of harnessing lightning.
    However, they also took precautions to ensure their own creations wouldn't backfire.

    These precautions have rendered both machines entirely powerless against each other.

    Therefore, it is up to you to infiltrate the enemy team's base and shut down their machine, allowing you to destroy it once and for all!


    I don't have any actual thunder or lightning in the map yet, and I'll probably wait until I make a 3D sky to put that stuff in.
     
    Last edited: Nov 1, 2010
  2. Prestige

    aa Prestige im not gay anymore

    Messages:
    1,773
    Positive Ratings:
    1,526
    you showed us the same picture with different texturing >_> and this is 5CP right?

    It looks pretty good. like the lighting. it seems that you didn't get too creative with the points and basically made them on slightly raised ground with some cover. not bad though. not bad at all.....
     
    Last edited: Jul 17, 2010
  3. Moose

    Moose L6: Sharp Member

    Messages:
    312
    Positive Ratings:
    299
    It is 5cp, and I changed the image. I also added cp_ to the beginning of my thread because I wasn't paying attention. durr.
     
  4. slunchy

    slunchy L1: Registered

    Messages:
    13
    Positive Ratings:
    8
    i, for one, liked it.
    hydro barriers rule.
     
    • Thanks Thanks x 1
  5. ANova

    ANova L7: Fancy Member

    Messages:
    415
    Positive Ratings:
    124
    Change the middle and fix the spawns and get a 6v6 out NOW!
     
    • Thanks Thanks x 1
  6. Prestige

    aa Prestige im not gay anymore

    Messages:
    1,773
    Positive Ratings:
    1,526
    yeah, the mid was lacking, needs to be wider IMO, but the map was really balanced on the 3v3 (>_>) as in it was easy to push, but not too easy from each point.
     
    • Thanks Thanks x 1
  7. Leminnes

    aa Leminnes

    Messages:
    1,317
    Positive Ratings:
    801
    Moose, you finally release a big map. I can't wait to play it. :D
     
    • Thanks Thanks x 1
  8. Moose

    Moose L6: Sharp Member

    Messages:
    312
    Positive Ratings:
    299
    Released A2. I added signs, widened cap zones a little, and other stuff in the changelog. I realize I should probably change mid, and I have an idea of how to do so, but I'll wait for a proper test to see how it works out anyways.
     
  9. slunchy

    slunchy L1: Registered

    Messages:
    13
    Positive Ratings:
    8
    your shit is happening, and i hope that house tunnel works out, i liked it.
     
    • Thanks Thanks x 1
  10. Wilson

    aa Wilson Burial by Sleep

    Messages:
    1,256
    Positive Ratings:
    841
    ISSUES

    - Last point layout it odd, confusing and feels boring.
    - Last point is really easy to defend, one sentry can cover point really well.
    - Second point was really hard to take back once it was capped.
    - Map was (As i assumed) really pyro friendly, maybe even little bit too much. (Need bigger test so i can have final word on this!)
     
    • Thanks Thanks x 1
    Last edited: Oct 6, 2010
  11. Moose

    Moose L6: Sharp Member

    Messages:
    312
    Positive Ratings:
    299
    Yeah, last being easy to defend (and second being hard to push back to) has been a recurring thing for this map. I think I've made it better a bit, but I'll see if I can fix it.

    As for pyros, I can't stop it.
    My subconscious is forcing me to draw up layouts that allow me to flare with ease.
     
  12. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

    Messages:
    573
    Positive Ratings:
    205
    Only concern for a5a at the moment is the lighting.
    - It's a bit dark all over. - Add some more direct lighting.
     
  13. Moose

    Moose L6: Sharp Member

    Messages:
    312
    Positive Ratings:
    299
    A8 is out and slightly detailed:

    [​IMG]
    [​IMG]
    [​IMG]

    Almost ready to release A9 by now, too.
     
    • Thanks Thanks x 2
  14. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

    Messages:
    573
    Positive Ratings:
    205
    Those supports around the mid buildings are leetle babyman peices of wood. Bigger!
     
  15. Tyker

    Tyker L5: Dapper Member

    Messages:
    232
    Positive Ratings:
    141
    ^^ that

    I liked playing it. Especially the health distribution was good. Didn't find anything particularly bad.
     
  16. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,561
    I really disliked the drop down. Scouts and spy's were using it to flank medics constantly and there was no retaliation other than to leave a demo camping it or maybe a sentry (which would still get zapped).

    the journey from CP2 to 1 doesn't feel right. Even though it's kinda balanced it's a load of corners with a sightline down the middle and doesn't feel like a final point. There's no focus for the final objective.

    I do enjoy this map for 2-3-2 though.
     
  17. Lancey

    aa Lancey Currently On: ?????

    Messages:
    3,076
    Positive Ratings:
    1,314
    Not to mention, heavies could drop down behind the enemy team and take out medics.
     
  18. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,561
    Oh, and in the first spawn wave there would be about 10 people jumping into that hole at once, because of how TF2 allies push each other when they clip i actually got thrown out of the way by the mass of jumping clipping players and had to attempt another jump down the hole. Just thought i'd mention that too.

    Just use a small doorway or remove it.

    Edit:

    Wasn't a fan of the random billboard that provides cover on the roof area above the point. Made it awefully claustrophobic and force linear movement on players. Was so much more difficult to jump down onto the point from here.
     
    Last edited: Nov 14, 2010
  19. Moose

    Moose L6: Sharp Member

    Messages:
    312
    Positive Ratings:
    299
    I used to have a door in place of that hole, it was really annoying. I'll just have to find a way to keep that dropdown away from the second point more.

    As for the billboard, It's there to keep people from shooting/jumping straight on the point. I'll admit it's a bit weird, but I feel like it's a necessary evil.
     
    Last edited: Nov 18, 2010
  20. Moose

    Moose L6: Sharp Member

    Messages:
    312
    Positive Ratings:
    299
    quick update on some of the detailing I've been doing (while still in alpha :mellow:)

    [​IMG]

    [​IMG]

    excuse the hammer screenshots, I've got a bit of stuff to do before compiling.

    I also raised cp2's cap time by a second.