CP dayum

Discussion in 'Map Factory' started by DJive, Jun 21, 2012.

  1. DJive

    aa DJive Cake or Death?

    Messages:
    1,466
    Positive Ratings:
    736
    CP_Dayum was my attempt at the 72h contest. This is how far i got =/ however I do like it "I think" and want to take it further.

    CP_DAYUM was meant to be a 5cp, however internal testing the map showed to be far to small for a 5cp.

    Early layout shots.
    1. Sketch
    2. here
    3. and here
    4. and here

    Issues may be it is still to small for a 3cp, open to all feedback as always
     
    Last edited: Jun 21, 2012
  2. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

    Messages:
    871
    Positive Ratings:
    820
  3. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

    Messages:
    1,996
    Positive Ratings:
    1,239
    just make it koth and be done with it.
     
  4. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

    Messages:
    573
    Positive Ratings:
    205
    Looking pretty good :)
    - but the 2nd screenshot looks very small and chokey and unfun to snipe in haha
     
  5. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

    Messages:
    871
    Positive Ratings:
    820
    This means you are doing something very, very right.
     
    • Thanks Thanks x 1
  6. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

    Messages:
    573
    Positive Ratings:
    205
    I think you'll find I am a very impartial man when it comes to sniping :)
    - anyway, played this in gameday and it was very very small, pyro, demo and soldiers were the only classes that could do anything really.
     
  7. Deodorant

    Deodorant L6: Sharp Member

    Messages:
    263
    Positive Ratings:
    161
    While this map is currently sort of shit when viewed as a CP map, I find the concept of 'koth with backcaps' strangely intriguing. If you want to try to make the map play more like traditional CP, feel free to do so. If you feel like taking a risk and going experimental, though, you could try rolling with the kothishness:

    Make the last points harder to capture; I suggest making them only slightly slower to cap but giving them a much more vulnerable design, to encourage quick infiltration rather than massive pushes while still giving the defending team a fighting chance to react in time. Make some change to the rules (a 10 minute standard koth timer to prevent turtling stalemates?) if possible so it's not technically a control points map anymore, then give it a koth-like prefix (coth - conqueror of the hill?) to give players more suitable expectations when entering the map. Give the map a more koth-like, hill-focused layout...

    I don't know. As you may or may not know I'm still a pretty bad mapper myself, so don't take anything I say too seriously. A map like the one I'm suggesting may end up being a complete disaster. But it may also not.