CP Ironside a15

Made by Inqwel

  1. Inqwel

    Inqwel L6: Sharp Member

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    A collaboration between Inqwel and GooGuGajoob. It was intended for the "Mercs vs Aliens" contest originally, but we decided against the alien ship after all.

    I made the first control point. Googugajoob made the second. The third point was made together.

    This is a three point, single stage map.
     
    Last edited: Jun 24, 2015
  2. NuclearRadio

    NuclearRadio L1: Registered

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    Lookin' good!
     
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  3. nightwatch

    aa nightwatch

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    [​IMG]


    Looks pretty awesome in general. I think you guys have done a great job at making a cohesive, interesting map.

    Some areas feel a little too large and some feel overscaled. Testing will help with this but you might want to look into shrinking down Blue's starting spawn room, for instance.

    I get that B is supposed to be a shipyard or something, but a little of me dies every time I see a shipping container. You really don't need that many of them to make it convincing for the player, and you sure don't need that many to make good gameplay spaces. Geometry is much more interesting to play around 9 times out of 10. Disclaimer: this is an opinion of my own and by no means holds true for all players. Some people really like shipping containers. I just don't like how some mappers use them instead of geometry.

    I will enjoy playing this soon.
     
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  4. GooGuGajoob

    GooGuGajoob L12: Pro-crastinator

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    cp_ironside_A3

    Fixes log for A3:
    -Reverted Cap B with improved space
    -Moved Blu Forward Spawn
    -Changed Cap C
    -Reverted AtoB with sightline fix
    -Opened up space near Cap A (trains)
    -Fixed Respawn Times

    Download:
    http://forums.tf2maps.net/downloads.php?do=file&id=5825

    Here's some screenshots of touched areas:
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    Last edited: Sep 12, 2014
  5. Pocket

    aa Pocket func_croc

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    [​IMG]
     
  6. Inqwel

    Inqwel L6: Sharp Member

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    At least they posted on the download file. Lot of areas were reverted back from A2 to something close to A1. I suppose if it gets into game day, those specific areas should be tested again. I, myself, was never fond of them, hence the changes in A2.
     
  7. Inqwel

    Inqwel L6: Sharp Member

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    So here we are at a04!
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    Download link:
    http://forums.tf2maps.net/downloads.php?do=file&id=5852


    Changes for a04:
    - Closed area of first BLU spawn
    - Opened up flank route at A, changed pathing near area
    - Changed area in front of BLU Spawn
    - Moved water from B and put it in pit in front of BLU Spawn
    - Removed one way door to battlements at A
    - Updated area outside forward Red spawn, added new route from spawn to A.
    - Closed drop down path near elevator shaft at A.
    - Revered some area from A to B similar to version a02
    - Changed path near BLU forward spawn.
    - Moved Cap B to Side flank house
    - Removed extra door at side flank house near B
    - Updated area outside B similar to a cross between A01 and A02
    - Removed water from B, added cliff in place
    - Lowered height for bridge at B
    - Added new path from C to B.
    - Updated ledge path near C
    - Added small Ledge at C over point
    - Few health updates
    - Changed most solid lights to non-solid
     
    Last edited: Oct 5, 2014
  8. Zed

    aa Zed Certified Most Crunk™

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    Oh good, this time you didn't upload a vmf.
     
  9. Inqwel

    Inqwel L6: Sharp Member

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    Yeah, that wasn't me.

    I was the one who had to fix it during game day not knowing GooGuGajoob's error.
     
  10. Inqwel

    Inqwel L6: Sharp Member

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    [​IMG]

    A05:
    - Increase light level to most interior areas.
    - Added space to cap C
    - Changed spawn locations of Red after cap B
    - Moved Cap B closer to Red spawn
    - Updated water outside Blu Spawn
    - Fixed areaportal windows
    - Updated A to B link, adding signs and changing a single pathway
    - Removed Door outside Cap A's battlements
    - Removed ledge path at Cap C.
    - Removed rock at Cap B where players could safely land on it.
    - Fixed spawn door at Blu forward spawn
    - Optimization of all props in map
    - Added more hints.
    - Fixed Spawn door inside Red's base that use to cut off team from using all three exits.

    Download link:
    http://forums.tf2maps.net/downloads.php?do=file&id=5872
     
    Last edited: Oct 16, 2014
  11. Inqwel

    Inqwel L6: Sharp Member

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    Download Link:
    http://forums.tf2maps.net/downloads.php?do=file&id=5881

    Changes for A06:
    - Some areas of the map received art updates.
    - Changes to the window ledge outside cap C
    - Changes to the ledge inside cap C
    - Added some cover inside Cap C
    - Moved the spawn location of Red after Blu capture's cap A.
    - Updated signage in locations.
    - Changed the height of the death pit outside cap B.
    - More optimization of the map
    - changed cap time on Cap B

    Goo and I are feeling confident that we may be close to full art pass.
    C is the only real problem so far left it feels
     
  12. Inqwel

    Inqwel L6: Sharp Member

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    A07:
    - Removed 512 width from all areas of cap A.
    - Removed 256 width from distance between A and B caps.
    - Mirrored of Cap A and Blu spawn, for Red team to have better fence
    - Updated path from Blu to A
    - Change spawn location of Red after cap A
    - Added one way door for shortcut from C to A that changes after cap B.
    - New spawn for Red on cap B.
    - Changed cap time for cap A from 18 to 14 seconds


    Download Link:
    http://forums.tf2maps.net/downloads.php?do=file&id=5912

    Pictures:
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    Last edited: Nov 12, 2014
  13. Inqwel

    Inqwel L6: Sharp Member

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    Map needs to be updated. It crashed the server.
     
  14. Inqwel

    Inqwel L6: Sharp Member

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    So here we have a08 (Refer to A07's pictures). In an attempt to start an artpass, we ended up breaking the map more and had to revert 90% of our work back, as a error involving props/displacements/func_details, could not be found. We instead will hold off an artpass for layout testing (which is more important right now).

    Screenshots:
    http://forums.tf2maps.net/showpost.php?p=313527&postcount=11

    Download:
    http://forums.tf2maps.net/downloads.php?do=file&id=5924

    A08:
    - Attempted to fix an error with the map that prevented it from loading on servers
    - Added stairs instead of a drop down near Blu spawn
    - Changed a ramp outside Blu spawn
     
  15. Inqwel

    Inqwel L6: Sharp Member

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    A09:
    - Started more artpass for some areas, readded missing artpass from version a07
    - Changed side route for A to include a new door from the long tunnel to the front area.
    - Added wall drop down at side route
    - Added staircase near side route to room above capture point.
    - Fixed Respawn rooms not enabling forward spawn

    Download:
    http://forums.tf2maps.net/downloads.php?do=file&id=5944

    Screenshots:
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  16. Inqwel

    Inqwel L6: Sharp Member

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    A10:
    - Gave 90% of Red Spawn an artpass
    - Changed layout of are in front of Blu spawn
    - Widened water pit near A
    - Changed A to B building's layout
    - Updated location of ramp outside of B near shed
    - Changed layout of area B near truck and garage door.

    Download:
    http://forums.tf2maps.net/downloads.php?do=file&id=5983

    Screenshots:
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  17. Inqwel

    Inqwel L6: Sharp Member

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  18. radarhead

    aa radarhead Level 20 "Mapper"

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    Wow. Those screens are really, really, nice looking; I hope I get a chance to finally play on this someday.
     
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  19. Inqwel

    Inqwel L6: Sharp Member

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    a13:
    - Shortened the length of C's window flank.
    - Replaced the stairs at C's window flank to be a drop rather than stairs.
    - Gave the C to B area more art pass
    - New layout for A's red barn
    - New Blu spawn redesign
    - Gave area in front of Blu spawn an art pass
    - Changed layout in front of Blu spawn
    - Made the staircase at the A to B become a shortcut only when cap A happens.
    - Added a shortcut for Blu from spawn.
    - Various minor changes too numerous to list.

    Download:
    http://forums.tf2maps.net/downloads.php?do=file&id=6116

    Pics:

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  20. Pocket

    aa Pocket func_croc

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    I spotted a common detailing mistake in this map. People tend to forget that the metal door texture is meant to be a door and its frame, so when the map calls for double doors, they just smack two of them together and call it a day. But that's wrong, unless you specifically want the doors to have a double-wide pillar in between them for some reason.

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    But the worst offender was right here, where apparently the left door's frame has been wrenched out of the wall and left at an angle.
     
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