Drypine

CP Drypine RC1

Uncuepa

aa
Oct 25, 2014
793
1,160
This is a request for anyone willing, I'd much appreciate comprehensive feedback on navigating and routes. I'm too close to the project to see what in particular is the issue with the 'complex maze' of connectors, me and my friends dont really have an issue with it but it comes up a lot in tests and any changes ive made seem to not have helped much
 

Uncuepa

aa
Oct 25, 2014
793
1,160
Uncuepa updated Drypine with a new update entry:

Alpha 14 (alternate test)

- Trying some drastic changes just to see how well they work
- Removed lower A point flank, replaced with staircase
- Rebuilt upstairs of A>B connector to be simpler
- Changed geo of B point to be simpler and more accessible to Blu
- Adjusted respawn wave timers and point cap times

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Uncuepa

aa
Oct 25, 2014
793
1,160
Uncuepa updated Drypine with a new update entry:

Alpha 15

- Rebalanced Respawn Wave times
- Removed first blu forward spawn, back to the old way
- Red keep forward spawn for 20 seconds after A cap to help set up on B, then its locked and players inside are TP'd to last spawn
- Changed B>C's trainline doorway to be exit only before B is capped, to prevent long flanks by attackers
- Revamped C, moving the point tower by the trainline and connecting it to the highground it once stood on, which now houses a small shed for an engie nest - cover has been...

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Uncuepa

aa
Oct 25, 2014
793
1,160
Uncuepa updated Drypine with a new update entry:

Alpha 17

- Reopened the lower A flank for a quick test
- Extended one end of A point balcony to be strafe jumped to from nearby crate
- Added 2 new ammo pickups near B and B>C connector
- Adjusted B>C connector, one of the B point doors now leads upstairs instead of around to the other door and downstairs. Ideally this means people will be able to use upstairs of connector far more!
- Opened clipping of cliff outside B>C connector so sticky/rocket jumps around the cliff are now possible!
- Removed...

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Uncuepa

aa
Oct 25, 2014
793
1,160
Uncuepa updated Drypine with a new update entry:

Alpha 18

- Closed lower tunnel to A again
- Added ramp on outside of A to A point balcony
- Removed door prop from inside Blu spawn as the sightline that necessitated it no longer exists
- Adjusted clipping to the A point roof
- Removed clipping from 2 low roofs, one on B and another on C. They are currently buildable, will test if overpowered
- Added hazard tape to the one way side of train gates to help telegraph their openability
- Added clipping to many doorways to improve movement
- Gave a pass...

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Uncuepa

aa
Oct 25, 2014
793
1,160
Uncuepa updated Drypine with a new update entry:

Beta 1

Beta 1 is here! Artpass of all inbound areas, with work still to do, but its pretty enough to work!

- Initial artpass of all inbound areas
- Some minor out of bounds area detailing
- Widened lower cubby on A
- Adjust the lobby room of A>B connector to be outside :)
- Lighting, soundscape, areaportal and clipping pass across the whole map
- 2 secrets :)

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Katsu! :3

Veteran Cat
aa
Jul 30, 2021
627
354
Drypine beta release making me wanna shout from the rooftops :oops:
 

Uncuepa

aa
Oct 25, 2014
793
1,160
Uncuepa updated Drypine with a new update entry:

Beta 2

- Out of bounds detailing
- 3D Skybox
- New skybox and lighting!
- Increased detail on last + adjusted last point geo
- Fixed last Red spawn
- Perf may be bad, map needs occluders and aggressive prop fade pass lol
- Slight pickup balance

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Uncuepa

aa
Oct 25, 2014
793
1,160
Now that Drypine is nearing its final version, I thought it'd be fun to compare the different versions through time and how they evolved. The map started as Morale, with the intent to be vaguely alpine/badlands/upward combination. The map started when I saw @14bit's C point on gravelbit for the 2022 72 hour, the support pillar things with cliff inset, I really liked that for highground. So I started with something like that for what would become B. I stole it!

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I opted for attack/defence mode as its a mode I had rarely tried to design for in the past, and provides a different challenge to payload (my preferred to play and design for). The design theory for this map was very much EARLY TF2, which is often frowned upon for its chokes and tight paths, but I felt would make for a fun map with loosey goosey clipping. This map is designed entirely for fun casual gameplay!

This map has seen 2 gimmicks in its time, the original being a doorway left of B point that used to open on B being capped. The door opened onto the original location of A, and acted as a shortcut for blue instead of a forward spawn. When the map was reworked in alpha 8, A was moved from directly east of B, to north west of B, and the space it occupied and the gimmick it afforded was replaced with the train that would run once B was capped. Both act as a faster route into C for B but train is way more fun and the map flowed 10x better.

Now onto each area!

Blu spawn!

A1

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A7
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A8
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A18
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B3
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Blu spawn, the first one after A8 added a forward spawn teehee, actually changed very little over time, with the biggest change being the covered exit on the left exit (from spawning players perspective), and changing the right exit to be on the rightside highground. Otherwise this has always been a lower open main exit with 2 side exits. Any perceived weaknesses to the spawn I instead tacked with the space towards A point, as I feel like blus spawn should always be a push to gain that first hold point.

A point

A1
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A7
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A8
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A18
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B3
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A point has seen a lot of change over time, with A1's first point being an afterthought and the replacement point on the bridge always being complained about for being hard to push and boring. During the major rework to A8, I opted to create something with iconic geo, and since I liked the idea of this place being in dry farmland, I put in a barn. Originally metal, which people didn't seem to like, so later swapped for a wooden one. The barn is intended to be a classic TF2 first capture point where it can be held very well UNTIL the line of battle is inside the point, at which defence crumbles and red retreat to the previous point. It is very hit or miss it seems but i think as people play it more, it has become a very solid point. It is very reliant on effective uber usage and capitalising on picks, which might mean a lot of casual play gets caught here. I like it though!

B Point!

A1
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A7
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A8
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A18
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B3
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B is a point that grew and grew over time, losing much of its cliff edge and the flow swapping from a J shape to an S shape kinda. The constant throughout has been that highground concrete pillar thing I stole from 14bit, the rocks you can climb over on the low ground and flow into the connector building for C, but that has shifted its routes and shape a lot too. Its been a fluid growth but I feel like its the most interesting of the points and probably the most different. Its very open and often spreads the attackers out. Its harder to defend if defenders push too far forward and so encourages good control of the flanks and honestly requires good dispenser placement. It is probably the weakest to defend of the 3 points but it has a soft spot in my heart and I think is fun on all classes.

THE GIMMICK

A7
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A8
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A18
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B3
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You might notice there is no A1, and A7 is just A point. As stated earlier, the original gimmick was opening the gate in a wall between A point and B point, acting as a solution to not giving blue a forward spawn. Just make the route shorter! This didn't work too well, instead allowing aggressive defenders to push right to blue spawn. When A was moved, I was left with an open space that could not only act as a new flank, but allow for a NEW MORE FUN GIMMICK! What if a train ran across the map that Blu could ride to last point! Turns out this is not a new concept, as I had forgot Crash's Overgrown has this in some fashion, but it turned out really fun. Too fun. At one point the trains were running every 25 seconds which meant a spawning blu player had time to jump on, ride in, die, respawn, and another train was just arriving! Obviously this meant players just rode the train into sentries all game so sadly the train had to be slowed to only come every 45 seconds, giving attackers time when walking to point was faster and encouraging other routes. but the train is very fun, and would eventually lead to the biggest change on C!

C point!

A1
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A7
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A8
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A18
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B3
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C point was very inspired by Gravel Pit tower, and I stubbornly kept it as such for a long time, giving concessions in height and angles where I could to try and make it work. In the end, having a tall tower above 3 of the 4/5 entrances to point was too strong, and in a late alpha suggestion, I tried moving the top of the tower by the cart track, and widening the point. By having the point in a less advantageous spot and having it closer to the train tracks, it made it a much more competitive and interesting point to fight over. That said, the 2 middle routes, the roof and lower ramp, barely changed through development. The lower ramp was often complained about being weak, but honestly, thats its intent. It's the most direct but the weakest of routes, meant for big pushes with uber and little pokes. The right side ( for attackers) is underutilised but is so strong, and so to encourage this I added a barrel in beta that can be used to light hunstman arrows. In my mind, if snipers catch on to how good it is, itll increase the use of the route. The left route(s) are interesting. A1 was just bad, giving a view straight into red spawn. Afterwards it was a weird route, being the one most necessary for Blu to control to take down the tower but was very open. The addition of the train along there helped but it was moving the point entirely that solidified the leftside route as the strong contestation route! Its upper connector flow means its a great candidate for power classes to push and controlling that angle means the train riders are more likely to survive a push in. Overall im pretty happy with how C plays now, as I think a lot of the issues players have had has been due to being unfamiliar with how strong the upper middle and right routes can be.

There is a lot I could talk about for the design of Drypine, like the headaches that has been A>B connector, or having a split level B>C connector with dropdowns and staircases, but I think I'll stop here and say this experiment of attack defence has been fun and frustrating, but overall I feel as though Drypine plays as well as many other official attack defense maps. Time will tell. I am happy with it, and particularly how it looks! :)
 

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,068
The map started when I saw @14bit's C point on gravelbit for the 2022 72 hour, the support pillar things with cliff inset, I really liked that for highground. So I started with something like that for what would become B. I stole it!
I stole that from a different 72hr map before you stole it from me! @Maid did their 2022 entry (Thaw) early, and posted an image of final in the 72hr channel on the discord, which I stole for my entry!

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Thaw's final has since changed and it's no longer in the map, but it seems the idea has lived on in Drypine!
 

Mayo_

L1: Registered
Apr 24, 2023
2
2
Hey! Not really sure if this is where you asked for those spots I found but I linked my acct just for this so yeah lol.


So as for the spots, In the first blue spawn on the right cabinet, climbing on the barrel shown lets you get on top of the resupply, which if kept going to the left lets you fall into a corner that you cannot escape from. Also, if jumping onto the larger box if you walk against the wall while crouched you can walk over the barrel and get into said stuck spot again.

The second image, illustrated by yours truly, lets you rocket jump to where you can place a teleporter up there to gain access to the whole roof parallel to the 2nd point that is horizontal. pretty fun, but also pretty busted and I'd hate the map to get a bad reception for that.


Hope this helps!!! :]
 

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Uncuepa

aa
Oct 25, 2014
793
1,160
Hey! Not really sure if this is where you asked for those spots I found but I linked my acct just for this so yeah lol.


So as for the spots, In the first blue spawn on the right cabinet, climbing on the barrel shown lets you get on top of the resupply, which if kept going to the left lets you fall into a corner that you cannot escape from. Also, if jumping onto the larger box if you walk against the wall while crouched you can walk over the barrel and get into said stuck spot again.

The second image, illustrated by yours truly, lets you rocket jump to where you can place a teleporter up there to gain access to the whole roof parallel to the 2nd point that is horizontal. pretty fun, but also pretty busted and I'd hate the map to get a bad reception for that.


Hope this helps!!! :]
Fixed both! Great catch on the inescapable mop! the sentry jump one I found myself also but i also discovered you can get get on top of the barn entirely oops :) along with like 30 other exploits.
 

Uncuepa

aa
Oct 25, 2014
793
1,160
Uncuepa updated Drypine with a new update entry:

Release Candidate 1

- Increased detailing across the whole map
- Refined 3D skybox
- Reduced fog density
- Improved visleaves, prop fades and introduce a few occluders to improve performance
- Clipping improvements
- New observer cameras
- Menu photos added
- A whole slew adjustments, I improve map a lot :) its better now, just take my word for it

And it's done. It's May 1st in Australia already, deadline is here and I'm happy that despite carpal tunnel and work, I was able to get it done. I hope people enjoy...

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zapo

L1: Registered
Dec 15, 2020
32
31
Map added to rotation :)
General feedback from people:
- map has potential
- I like how the train acts as a teleport/conveyer belt for blue
- just one pyro can discover all spies in such a small place
- roof by train should be standable
- FPS drop especially on 1st & 2nd point (some people raised it, I'll deliver demo soon)
- besides FPS when players got near that area they were lagging even more
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