CP grain

Discussion in 'Map Factory' started by takabuschik, Aug 15, 2013.

  1. takabuschik

    aa takabuschik

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    regrain- grain rebuilt

    A small 3-stage 6-cp map (like cp_dustbowl).
    Originally made for the 72hour contest.
    Currently being rebuilt.

    Credits and thanks:
    Froz3n- the map start prefab
    Rexy- the forklift model
    Void- the nuclear liquid texture
    The construction pack- the crane parts
    Most of the lights- Ravidge's prefab
    The logic, setup gates and doors: A Boojum Snark
     
    Last edited: Jun 4, 2014
  2. RaVaGe

    aa RaVaGe

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    Most of the lights- Ravidge's prefab

    Also from what I can see it looks really cramped, and don't use props at this stage of dev it makes the gameplay even more tight seeing how they are placed.
     
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  3. MyNameIsNotPa

    MyNameIsNotPa L1: Registered

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    The map does look a little tight right now.
     
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  4. The Asylum

    aa The Asylum

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    I hardly think a map like dustbowl qualifies as "small"
     
  5. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    Scale it way up, nobody wants to run around in those itty-bitty cramped rooms!
     
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  6. ThePhlubs

    ThePhlubs L1: Registered

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    Definitely looks cramped and open as has already been stated. The doorways on the garage to A look especially tight and restricting. Try to increase the scale and flow of your map.
     
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  7. takabuschik

    aa takabuschik

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    Thanks for the feed back. I already started to make it larger and and less cramped for A3.
     
  8. takabuschik

    aa takabuschik

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    I meant to say that the points are set up like in cp_dustbowl (2, 2, 2), and the map itself is small.
     
  9. takabuschik

    aa takabuschik

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    New version- a2b. I fixed some problems, and increased the size of the map (see changelog, and pic 1 and 2 in the release)
    Can someone please check if the download link for the map is working?

    also,

    [​IMG]
    This is the original design of the 2nd stage, for the 72h contest

    [​IMG]
    This is the current 2nd stage (not exactly. it is longer than the 72h version)
     
    Last edited: Aug 23, 2013
  10. xzzy

    aa xzzy

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    I think you'll find in playtesting that you'll need something to break up the lines of sight on that uphill run to the first point. The way it is now, defense will be able to dump absurd amounts of ordinance straight at blu spawn.

    You may want to design a building or some rock formations to break things up a little bit and give blu more of an advantage. Even some chicken wire fence like you see on the last point of thundermountain might be good enough.
     
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  11. Bakscratch

    aa Bakscratch Finisher of Maps

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  12. takabuschik

    aa takabuschik

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    Last edited: Nov 24, 2013
  13. takabuschik

    aa takabuschik

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    Updated to a3.
    main changes:
    -fixed issues from gameday
    -blocked windows in the building between cp 1 and cp 2 in 1st stage to prevent sniper battles
    -added a small pond in 2nd stage between blue spawn and 1st cp
    -made 1st cp in 3rd stage possible to defend for (hopefully) more than 3 seconds

    http://i1351.photobucket.com/albums/p794/takabuschik/2013-09-04_00004_zpsc5543ec3.jpg
    http://i1351.photobucket.com/albums/p794/takabuschik/2013-09-04_00007_zpsf7cfaad6.jpg
    http://i1351.photobucket.com/albums/p794/takabuschik/2013-09-04_00011_zpsdb6a1b8f.jpg
    (I know it looks like a bad idea/stair spam, but I think it will work)

    -added a functioning (!) forward red spawn in 3rd stage to help defend cp 1
    -added flank route to cp 2 in the 3rd stage
    -many minor bug fixes and small changes

    DOWNLOAD!!!
     
    Last edited: Nov 24, 2013
  14. takabuschik

    aa takabuschik

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    Last edited: Nov 24, 2013
  15. Grizzly Berry

    aa Grizzly Berry

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    Played your map in the gameday today. I think it would be good to give RED a second spawn door on the 2nd stage. Very easy for BLU to spam since it's so close to the point. I'm sure you'll get plenty of other feedback, but that's something I noticed. Had a good time playing it :)
     
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  16. takabuschik

    aa takabuschik

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    A5 update (also known as the 'stage-1-is-no-longer-bad' update)

    DOWNLOAD

    changelog:
    -rotated stage 1 in 180 degrees to prevent maximum render-distance issues (stage 2 parts no longer pop in and out)

    -removed the mountains (see two posts up^^) because they weren't useful anymore, and weren't fitting the theme.

    -remade the chokepoint between the two points in stage 1

    -remade point 2 in 1st stage to be less blu-spammable and the blu attack route to the 2nd point to be less red-spammable (here:
    [​IMG]
    [​IMG]
    [​IMG])

    -removed most of the water from the 2nd stage's first part

    -added another exit from the red spawnroom in the 2nd stage to prevent blu from spamming the exit and completely blocking the red team:
    [​IMG]

    -made the wall between the two points, connecting the two silos to the farm buildings, into a part of the farm buildings, to block a sightline from 2nd to 1st point in the 2nd stage (take that, snipers!). Sadly, it also removed the posibillity to rocket-jump above that wall (sorry, soldiers)

    DOWNLOAD
     
    Last edited: Oct 11, 2013
  17. takabuschik

    aa takabuschik

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    Update to a6!
    Better defenses!
    More balance!!
    DOWNLOAD!!!*

    *It is possible that all the improved defenses and/or other RED support mechanism listed below will still not improve balance.



    Changelog:

    1st stage:
    -increased the size of the area surrounding the 2nd cp so it won't feel really cramped
    -added more cover to the 2nd point
    -made the 2nd point building make more sense

    2nd stage:
    -added cover for blu spawn
    -changed some fences around the 1st point to give red more cover
    -added more cover for red on the 2nd point

    3rd stage:
    -fixed the door to 3rd stage......at last!
    -added a wall on the 1st point to block spam.
    -widened the steep corridor to A
    -added "farmers' elevator" sign :p

    general:
    -changed some texturing, item placement and lighting
    -fixed z-fighting, clipping, displacement seams, etc.
    -many small things

    DOWNLOAD

    I'll update the pictures in the first post^

    EDIT: updated screenshots!
     
    Last edited: Oct 28, 2013
  18. takabuschik

    aa takabuschik

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    A few things I've noticed:

    1st thing: Right now, the stats show clearly there's advantage for blu.
    Here:
    The only good example (good?) for another 3 stage A/D map is dustbowl.
    Dustbowl's stats (from the feedback section):
    Should BLU have a 3/1 win/lose ratio in 3 staged A/D maps? Is it because a BLU player won't feel accomplished if he hadn't comletely won ALL THREE STAGES? Or maybe it should still have a 1/1 win/lose ratio, because every stage counts as one point, and most RED players don't want to always lose?

    2nd thing: In dustbowl, BLU players seem to have trouble capping 2,2, and seem to always cap 3,1 easly. Should I do so too? Was Valve wrong?

    I seem to get feedback about the map (and espacialy 1,2) being hard to attack. I didn't see the demo (it doesn't seem to work for me) but from the stats mentioned above it looks like it's not that hard. Actualy, BLU won much more rounds than RED!
    here's 1,2:
    [​IMG]
    [​IMG]
    What do you think? If any of you reading this, think it's too hard to attack (not only 1,2, but the map in general), can you please tell me why?

    thanks in advance, takabuschik.

    p.s: DOWNLOAD THE MAP!!!
     
    Last edited: Nov 17, 2013
  19. takabuschik

    aa takabuschik

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    A7 realeased! (no one cares)
    Pics in the first page's first post, as always.

    DOWNLOAD THE MAP!

    DOWNLOAD THE MAP!
     
  20. takabuschik

    aa takabuschik

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    Update to A8

    DOWNLOAD

    (source: wikipedia)


    Changelog:
    1st stage:
    -rebuilt the BLU spawn-1st cp part (displacements, train, bridge, buildings)
    -added cover for the right enterance (looking from BLU spawn) to the 1st cp
    -remade (REMADE) a new 2nd cp (again).
    2nd stage:
    -added a small window overlooking at 2nd.
    3rd stage:
    -made some metal walls, narrowing the enterance to 2nd.
    general:
    -optimisation
    -lighting, clipping and more small things



    To do:
    -a new 3,1 (the lift isn't that good for a point)
    -some changes in 3,2 (I know what to do, I just don't have the time)