Derecho

CP Derecho b4

phi

aa
Nov 6, 2011
832
1,817
A while ago, the 4th TF2Maps.net 72 Hour Mapping Contest ran. I went and made a 72 hour 5CP map alongside many others.

The map is called cp_derecho, based off of the (pending) theme of a storm front, and a type of wind storm called a "derecho" (hence the name).

I designed the map with strong hold areas, strong flanks, and an emphasis on height variation and open arenas. It also has a spire on second. Additionally, the shortest walk to mid is very quick and simple to do, but becomes a less useful route to use once the initial rollouts are passed (therefore balancing out the quick routes and making the other options more viable).

scout - 9:43 (17 seconds to mid, counting initial 5 stationary seconds of the map)
pyro/engi/sniper/spy - 9:40 (20 secs)
heavy - 9:36 (24 secs)
medic - 9:42 (18 secs)

I haven't tested enough to see what the best rollouts are in the map, but there are some really cool jumps for soldiers on the map, due to all the height variation.
 
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phi

aa
Nov 6, 2011
832
1,817
fine, I retook screenshots with whatever settings were the highest

I don't think it matters that much what quality the screenshots are at since it's only a barely-detailed first beta. once later versions emerge, better screenshots might be more necessary but really for now I don't see how it makes a difference
 
Mar 23, 2010
1,874
1,699
looked at least ps2/xbox before imo
 

phi

aa
Nov 6, 2011
832
1,817
introducing...

cp_derecho_b4

Completely (or mostly, last hasn't changed much) remade from previous versions! Went through a lot of internal versions, that's why it jumped all the way to b4.

DOWNLOAD - dropbox (bz2)

Changlog:
- Redetailed at least 90% of the map
- Changed mid around a lot
- Opened up indoor spaces
- Added water to second
- Expanded the skybox
- Added a lot of detail areas
- Clipping by the hundreds
- Streamlined the paths towards last
- Removed a few redundant/unnecessary routes
- Removed ability to access second forward spawn from outside
- Changed spawntimes a tad
- Optimization (and the subsequent lack of it)
- Fun stuff

Screenshots:
2013-07-22_00001.jpg

2013-07-22_00002.jpg

2013-07-22_00003.jpg

2013-07-22_00005.jpg

2013-07-20_00004.jpg

2013-07-22_00010.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
The color of the water seems... odd, for the theme.
 

phi

aa
Nov 6, 2011
832
1,817
dump of possible/necessary changes for next version:

- possibly relocate last (?)
- make last lobby a bit bigger (?)
- maybe make a third route to mid
- optimize a buttload on mid
- optimize in general cause it needs it
- areaportals yo
- spec cameras
- three dee skybox (prolly just going to be water though)
- more signs? maybe?'
- add ammo i guess
- more spawns apparently?
- lighting in areas needs work
- need to figure out what is up with my maps and cubemaps
- light up second a bit more?
- clean up clipping

i wasn't there for the test last gameday or whatever but i know a decent amount of people were there
if anyone remembers anything glaring that isn't on this list/they'd like to stress more go right ahead
otherwise i'm just gunna go on with making b5