Echo

CP Echo a6

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,004
1,313
Echo - 3 cp with a dynamic twist.

*This map does not currently feature cube maps due to a ValidateLump error that I'm trying to fix*

Echo is my idea for the dynamic CP contest. Here's how it works.

-There are 3 points (A, B, C)
-Both teams can cap A and B
-If one team caps A and B, C unlocks for their team for 60 seconds
-After 60 seconds, if C is not capped by the team owning A and B, C locks and A and B reset to no owner
-Jump to line 1

My fears for this map:
Messing around with a game mode means that there is the obvious chance that players will be confused as to what is happening. Also I'm pretty sure the map is either TOO big or TOO small in most areas but I'm not sure which.
 

Bunbun

aa
May 18, 2014
401
782
The red area in screenshot 6 looks flat and open, maybe do something with it?
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,004
1,313
-added point markers on the hud
-made points lock on the hud
-added visable timer for C
-remade spawn areas to shrink the map a bit and make the areas more interesting
-replaced nozzles at C with a large fan
-replace particles at C with custom particle by Exactol
-edited respawn times. Starting respawn time is now 10 seconds and lowers to 6 for attackers when C is unlocked, then returns to 10 when C closes.
-shortened respawn times
-edited point cap times. A and B are now 10 seconds and C is 15 seconds

Read the rest of this update entry...
 

Crowbar

aa
Dec 19, 2015
1,455
1,298
Why don't some mappers texture their maps? dev_measures and realistic props look bad.
 

Muddy

Muddy
aa
Sep 5, 2014
2,581
4,597
Why don't some mappers texture their maps? dev_measures and realistic props look bad.
So they can focus on gameplay and not get too hung up on visuals at a stage of development where it doesn't really matter.
 

Crowbar

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Dec 19, 2015
1,455
1,298
So they can focus on gameplay and not get too hung up on visuals at a stage of development where it doesn't really matter.
I know and use it, but i don't mean first stages of development.
I mean some mappers dont's texture even when they're done with gameplay. Seems like they think dev_measures are looking good or something.
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
915
1,545
I know and use it, but i don't mean first stages of development.
I mean some mappers dont's texture even when they're done with gameplay. Seems like they think dev_measures are looking good or something.

I have never seen a completed map use dev textures (bar orange or others like it, but they hardly count)
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
915
1,545
Probably are some who do - who like the minimal esque style, or even worse the weirdos with their flat dev textures (weird imo because you can't tell scale anymore, but not actually weirdos I'm joking).

funny you should say that, i dont like the lined dev textures because the scale on them is too small; i'm used to HL2 where the 128 height of the grid is a good ceiling height.
 

Crowbar

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Dec 19, 2015
1,455
1,298
I think the only Source game that minimal style can fit is Portal, maybe even Portal 2, but not Team Fortress 2.
 

MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
2,004
1,313
After months of failing to get the original idea for this map to work, I've scrapped it and started over from scratch.

Echo is now basically Degroot Keep but with guns set at a communication station hidden within a jungle. Blu team must capture both the satellite dish and antennae to unlock C and win. Red must stop them from doing this. After A and B are captured, C is unlocked for 60 seconds before resetting.

My ideas for making this game mode work outside of medieval mode was to try and make every area useful and keep the points close to each other but not right on top of each other. To do this, C is in it's own little room with the area round it being somewhat of a dangerous shortcut between A and B.

The dangers of this idea is that blu could end up spawn camping red or Red could only care about locking down that area and not give a crap about A or B.

I feel the C area is the weakest part of the map currently and will most likely be redone in the future. A may also need more paths in and out of that area. I'm pretty happy with B for the most part. I also fear that the map may be a bit on the small side. Not underscaled, but small.

Read the rest of this update entry...
 

Muddy

Muddy
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Sep 5, 2014
2,581
4,597
Degroot Keep but with guns
So... Gravel Pit? :p

That said, someone else once made a similar style map where C was unlocked for 60 seconds, which made capping it almost impossible if you had a couple of competent engineers on defence.