- Jul 6, 2009
- 421
- 228
Ok, Im studying 5cp maps to better my own when I get round to doing it. Ill post my intro + my study on granary just now, and post coldfront, badlands and Yukon later!
To start this off, I'm gonna go ahead and say this: I'm relatively new to mapping. Take everything you read in here with a pinch of salt. Some of this will be wrong, no doubt. I've decided, since bedrock turned out so well, to stick with tf2 mapping for now. I really want to design a 5cp map, and have some Ideas floating around my head. I thought it would be relatively simple, until I realized how complicated it will be to get the right balance between all the different aspects of tf2, and try and please both the comp and pub scenes.
I'm gonna start this by looking at 5cp maps in general. For this I'm gonna borrow a pic from Ravidge, showing how when you boil it down to the basic layout, 5cp maps come in two different varieties, Linear and S – shaped:
These are your typical S – Shaped 5cp maps. In this study I'm gonna look at Badlands and Yukon, since I like both of them and they play well.
These are your typical Linear 5cp maps. For this study I'm gonna look at Granary, and also Coldfront. Despite not being on that picture, It fits the linear
style, and It plays better than Fastlane, and I've decided to do one community and one official map for each type anyway .
I for one love granary. I have taken some purty screenshots to help aid me in this guide. To start lets look at the mid, as the mid is arguably the most important point in any 5cp map. The fight over mid can decide who wins and who loses. If a team loses the first fight at mid, they lose morale and the match can follow.
Granary's mid is interesting. The point itself is raised slightly, with cover for the flanking routes also acting as a height advantage for attacking mid, which any class can access.
Sorry for crap quality in advance. One thing that surprises me is that there is only 3 entrances to mid, and mid itself is really quite small, with what seems a lack of flanking routes, but it is really the complete opposite. Its all to do with those crates. Jumping from the raised entrance to mid onto the crates, pyros and spies can ambush players coming out of the main entrance to mid, and from up there soldiers can cover the point, and to a certain extent, the side routes. Due to the height differences and small size of the mid, and the entrances to mid being at either side of the point, combat is channelled to the point pretty much every time. This makes the straightforward flanking routes with the medium ammo surprisingly useful. The raised point stops people from
taking too much fall damage when jumping from the crates, and the space between the crates is an excellent ambush sentry spot. It seems that simply providing good height advantages for all classes with some cover makes mid play well. To recap:
Granary – Mid
Key points:
Small
Height advantage around the point
Combat channelled by height advantage
Now to look at something that varies a lot in even 5cp maps of the same style:
Yards. Some maps have them, others don't. We will look at what the yard does, and the advantages/disadvantages of it.
In the above pic we can see Blu's yard. Its split down the middle by the crate, with either side offering different attacking routes. The yard is here to act as a second battlefield for the team who lose mid. If they are losing badly and down a few men, they can retreat and start to hold off here. There is ammo to help with the building of sentries on one side, and a small area that can be used as a height advantage by soldiers ect. In the far left of the picture. This is can be used to cover one of the entrances to the yard and half of the yard itself. The Yard is good as it helps channel combat to a specific open area, rather than through corridors or narrow pathways, as seen in maps like Yukon. It can however, cause the map to stalemate a bit, due to the lack of entrances for the attackers, with only 2 on either side of the yard.
Granary – Yard
Open, some cover
slight Height advantage for defenders
can cause map to stalemate due to lack of entrances for attackers
To start this off, I'm gonna go ahead and say this: I'm relatively new to mapping. Take everything you read in here with a pinch of salt. Some of this will be wrong, no doubt. I've decided, since bedrock turned out so well, to stick with tf2 mapping for now. I really want to design a 5cp map, and have some Ideas floating around my head. I thought it would be relatively simple, until I realized how complicated it will be to get the right balance between all the different aspects of tf2, and try and please both the comp and pub scenes.
I'm gonna start this by looking at 5cp maps in general. For this I'm gonna borrow a pic from Ravidge, showing how when you boil it down to the basic layout, 5cp maps come in two different varieties, Linear and S – shaped:
These are your typical S – Shaped 5cp maps. In this study I'm gonna look at Badlands and Yukon, since I like both of them and they play well.
These are your typical Linear 5cp maps. For this study I'm gonna look at Granary, and also Coldfront. Despite not being on that picture, It fits the linear
style, and It plays better than Fastlane, and I've decided to do one community and one official map for each type anyway .
Linear 5CP
Granary
Granary
I for one love granary. I have taken some purty screenshots to help aid me in this guide. To start lets look at the mid, as the mid is arguably the most important point in any 5cp map. The fight over mid can decide who wins and who loses. If a team loses the first fight at mid, they lose morale and the match can follow.
Granary's mid is interesting. The point itself is raised slightly, with cover for the flanking routes also acting as a height advantage for attacking mid, which any class can access.
Sorry for crap quality in advance. One thing that surprises me is that there is only 3 entrances to mid, and mid itself is really quite small, with what seems a lack of flanking routes, but it is really the complete opposite. Its all to do with those crates. Jumping from the raised entrance to mid onto the crates, pyros and spies can ambush players coming out of the main entrance to mid, and from up there soldiers can cover the point, and to a certain extent, the side routes. Due to the height differences and small size of the mid, and the entrances to mid being at either side of the point, combat is channelled to the point pretty much every time. This makes the straightforward flanking routes with the medium ammo surprisingly useful. The raised point stops people from
taking too much fall damage when jumping from the crates, and the space between the crates is an excellent ambush sentry spot. It seems that simply providing good height advantages for all classes with some cover makes mid play well. To recap:
Granary – Mid
Key points:
Small
Height advantage around the point
Combat channelled by height advantage
Now to look at something that varies a lot in even 5cp maps of the same style:
Yards. Some maps have them, others don't. We will look at what the yard does, and the advantages/disadvantages of it.
In the above pic we can see Blu's yard. Its split down the middle by the crate, with either side offering different attacking routes. The yard is here to act as a second battlefield for the team who lose mid. If they are losing badly and down a few men, they can retreat and start to hold off here. There is ammo to help with the building of sentries on one side, and a small area that can be used as a height advantage by soldiers ect. In the far left of the picture. This is can be used to cover one of the entrances to the yard and half of the yard itself. The Yard is good as it helps channel combat to a specific open area, rather than through corridors or narrow pathways, as seen in maps like Yukon. It can however, cause the map to stalemate a bit, due to the lack of entrances for the attackers, with only 2 on either side of the yard.
Granary – Yard
Open, some cover
slight Height advantage for defenders
can cause map to stalemate due to lack of entrances for attackers