Grinder a10

Author: Icarus

  1. Icarus

    aa Icarus

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    Grinder (CP) (Alpha 10) - Not ready for public use!
    by Eric "Icarus" Wong
    Email: ericgfwong@hotmail.com
    Download from TF2Maps

    Control Points
    Grinder is a 4-CP push map! To win, each team must capture Control Points A and B, then move on to the enemy HQ. The HQ cannot be captured unless your team owns both A and B. Grinder features open arenas rather than tight corridors, and places a strong emphasis on teamwork and coordination in order to capture and maintain control over the Control Points.

    Please provide feedback, whether it be bug reports or even small requests.


    Objective:
    To win each team must own all four Control Points.

    Other Notes:
    Control Points cannot be captured while they are locked.


    Alpha 10:
    -Reinstated respawn bonus for capturing CPs
    -Reduced capture time on HQs

    Special thanks to
    Artesia
    TheBladeRoden
    Mangy Carface
    www.tf2maps.net
    Clan Woof
     
    Last edited: May 21, 2009
  2. Kronixx

    Kronixx L5: Dapper Member

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    oooooooooooooo it's so shiny! :woot:
     
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  3. Icarus

    aa Icarus

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    Thanks for the quick run-through everyone. I've updated it to A5 and is now good to go for gameday!

    Download from TF2Maps

    -Rotated big roof on A to give better visibility and flow
    -Changed textures of windows to be more obvious
    -Improved lighting around CPs
    -Arraged small pickups in a more orderly fashion
    -Several bug fixes
     
    Last edited: Apr 30, 2009
  4. engoldin

    engoldin L2: Junior Member

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    Does anyone else get the feeling Icarus can just pump out these professional looking (and pretty) compositions on a coffee break? I'm new and I'm sure it get's easier but I'd welcome Icarus' reassurance that this took him a decent amount of time and thought. Please? So I can sleep at night?
     
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  5. Kronixx

    Kronixx L5: Dapper Member

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    Icarus can whip out a map concept like a 7 year old can burp on command...
     
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  6. Icarus

    aa Icarus

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    2 Days for an alpha?

    But did I spend a long, long time tossing ideas around in my head. It's not like I make it up as I go.
     
    Last edited: Apr 30, 2009
  7. Icarus

    aa Icarus

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    Gameday Bump.

    Thoughts on balance and layout?
     
  8. MangyCarface

    aa MangyCarface Mapper

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    Played it, very fun, worried about any potential it has for 6v6s. Do you intend for it to be played at this level? With 6 players it will be very hard for teams to push back from 1 cp, if not impossible: think about the gravelpit situation, when attacking A and B at once, but if you had to hold badlands' first point at the same time. I don't think it could be done.

    However, works great with lots of players.
     
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  9. Icarus

    aa Icarus

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    hmmm something can be done about that.

    What if I raised the Final CP, place only one catwalk to it (attacker's side), but increase the cap time?

    Not turtleable, and you can leave it while you set out for more CPs

    I want this to be at least 6v6 compatible, if possible. The more accessible my maps are, the better.
     
  10. Icarus

    aa Icarus

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    Updated to Alpha 6
    Download from TF2Maps

    [​IMG]

    -Redone layout of HQs
    -Increased capture time for HQs
    -Removed some pickups
    -Added more signage
    -Several bug fixes
     
    Last edited: May 1, 2009
  11. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    I enjoyed this map. Point A was difficult to assault when an SG went up behind the doors but generally SG's didn't have enough time to go up which sort of balanced it.

    Point B seemed small and VERY demo friendly. Any solution to this seems as good as the next so i'll leave it to your own imagination. Just allow more room for manouvers inside the building some how. (and maybe thin the walls)

    someone mentioned that there was an advantage to Spy's because of the small arena's and plentiful ammo packs. It didn't seem like an issue during the game although the person mentioned said he managed to stay cloaked for about 3 minutes.

    HQ seemed large. Hard for SG's to defend unless covering the doors but generally too easy to defend with an entirely mobile defence.

    That brigde to the HQ CP i think would be a bad idea. The point was nearly impossible to cap when a heavy medic combo got on it, i only managed to get in there because i got behind them with the force of nature and shot them off.

    This map would be excellent for Kritzkrieg medics and this gets a thumbs up in my books.

    This map will look awesome when you replace the outter walls with prop scenes.
     
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  12. Tinker

    aa Tinker

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    I loved this map yesterday. It's simple, yet very fun, with all classes being able to shine. I don't really have any constructive criticism because of that, though.
     
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  13. Icarus

    aa Icarus

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    Gameday Bump

    Thoughts on the new Final CP? Further comments on Layout and balance?
     
  14. The Political Gamer

    aa The Political Gamer

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    I had just so much fun on your map! The map is very fast, in the good way. My only problem is that the last point is more of a quick cap thing for spys and scouts and medic teams... I wish I had an idea about how to make that point but I cant think of a way to balance it with out getting rid of the speed of your map. Still a fun map!
     
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  15. Icarus

    aa Icarus

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    I really like how the new HQs are laid out. I can double the cap time, so It's the same length as Gravel Pit's C (12 seconds)
     
  16. GrimGriz

    GrimGriz L10: Glamorous Member

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    There doesn't seem to be much fighting in the HQ, which makes it seem unnecessarily large. That may change with a longer captime.
     
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  17. Icarus

    aa Icarus

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    For those of you who don't visit the chat room very often, I've begun detailing Grinder.

    This is what I have so far for the Final CP:

    [​IMG]

    Obviously, it's not done yet, but the end product will resemble this.
     
    Last edited: May 6, 2009
  18. eerieone

    aa eerieone

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    0_0
     
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  19. MangyCarface

    aa MangyCarface Mapper

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    Assuming those computer desks we discussed are replacing the freight cars or bsp blocks or w/e you had there, doesn't that severely affect approach route visibility?
     
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  20. Icarus

    aa Icarus

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    They're raised, so I guess you can see the ceiling, but not the other players.

    If it doesn't work out ill make the glass metal instead.

    The desk + glass is about the same length and height as the freight cars
     
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    Last edited: May 6, 2009