Derecho

CP Derecho b4

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phi

aa
Nov 6, 2011
827
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
827
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
1,833
looked at least ps2/xbox before imo
 

phi

aa
Nov 6, 2011
827
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

Naylte ven, naylte yen.
aa
Nov 14, 2009
4,632
The color of the water seems... odd, for the theme.
 

phi

aa
Nov 6, 2011
827
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