Mutagen2

CP Mutagen2 A6

chemelia

yndersn't
aa
May 11, 2014
406
619
Mutagen2 - ""This map is literally fucking dickcheese" -muma -muma

Mutagen2 is a remake of my map from last year, called mutagen. This map will be mostly intended for competitive 6v6 audiences, though I'm open to the possibility of HL testing.

Thanks:
void for toxic waste texture
Frontline Team for mutagens sign
Everyone who played and left feedback on the original cp_mutagen, especially phi, carn and benroads for their detailed feedback responses
Carn(double thanks I guess) for his one-on-one feedback
 
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RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
231
105
Oh yeah. This is real stuff.

Although the images you uploaded are not the original size. They're really small,and I/we can't see anything.
 

chemelia

yndersn't
aa
May 11, 2014
406
619
Alpha 1B

-Fixed red's forward spawn after capturing Blu 2nd, it now actually opens(wow!)
-Added more lights, especially around last
-Shortened railing near the little ramp leading to highground over mid

-Shortened overall spawntimes
-Removed extraneous healthkits
-Added nobuilds to healthkit areas and the pipe thing on last
-Extended roof over sneaky route to last, hopefully making traversing the last area less awkward
-frog

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chemelia

yndersn't
aa
May 11, 2014
406
619
Alpha 2

Technical
-Experimentally made spawntimes even shorter
-Shortened mid captime
-Lengthened 2nd captime
-Made some minor changes to doorways and routes to reduce confusion and make it more clear where routes lead
Gameplay

-Removed lower lobby entrance from under 2nd
-Added lower lobby dropdown entrance from the middle of the spiral
-Moved kits from lower last entrance to the dropdown zone
-Added some kits to the area under 2nd
-Removed some clutter from lobby
-Added a shutter to the main entrance to lobby
-Changed healthkit on rightmost mid entrance to small
-Added a raised platform to the left spawn exit(on last) to make defending the final control point easier
Visual
-Added more arrows





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chemelia

yndersn't
aa
May 11, 2014
406
619
Alpha 3

Gameplay
-Remade last point and the connectors from 2nd to last entirely
-The new layout is much more simplified and changes the map's overall shape to a straight line, a la granary.
-The last point is VERY experimental, being very different from other 5cp lasts. I don't expect it to stay in it's current state.
-Expanded holding zone near 2nd point
-Moved both forward spawns
-Mid forward is now located under 2nd.
-2nd forward is now located on the large square Happy Farmers building​
-Added new doorway to left side(from attacker's point of view) route to 2nd
-Changed kits
-There is now a medium health in the left side route to 2nd​
-Shortened the huts at mid
-Shrunk the area of mid by 128u on each side, so 256u total
-Added a rock for cover at mid
-Added a rock to the area under 2nd to make gameplay there slightly more interesting

Visual
-Some minor theme work

Technical
-Put some additional optimization in place

KNOWN ISSUES:
-Lighting bug on the outside of the window at last
-Lighting anomalies on the ramps in lobby
-Some pop-ins due to skybox brushes

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The Letter Before A

Cool Idiot
Jul 15, 2016
292
196
This map is seriously coming together.
It almost is becoming competitive during imps.
Are you playtesting today?
 

chemelia

yndersn't
aa
May 11, 2014
406
619
Alpha 4

Long list, so i'm putting it in spoilers.

Big thanks to carn for the feedback that inspired most of these changes!


-Changed almost all health & ammo locations and values
-Fixed capture times
-Fixed respawn times
-Removed resupply cabinets from forward spawns
-Simplified a lot of 'double ramps'
-Did a teensy bit of alpha detailing(sorry)


-Changed cylindrical silos to classic shacks
-Removed rocks from grass area
-Removed walls from point
-Expanded area on the right side(from either base's pov)
-Added a short fence to block view from mid->left side entrance
-Shortened fence blocking off right side
-Raised area of right side
-Added short fence on left side
-Smoothed out the left side height differences
-Moved forward spawns to the left side

2nd>Mid
-Shortened ramp in middle route
-Widened ramp in right side route


-Widened shortcut onto the left side route to mid
-Lengthened fence on the back holding position
-Added a new shutter route to lobby beside the right side route

Lobby
-Expanded by 128 units
-Separated left and right sides of lobby with a windowed wall
-Smoothed out height changes


-Decreased the height at which the far right route exits lobby
-Put a shack on the end of the sticky-outy bit with a prop jump to the roof

-Shortened front railing of said sticky-outy but
-Lowered height of the high ground area
-Disconnected high ground area from spawn

-Greatly shortened the wall separating the far left grass area and removed the clip brush(is now jump-over-able)
-Expanded the high ground area a bit into the far left grass area
-Removed water
-Lowered left side spawn exit(spawn exits are now somewhat symmetrical around the point)
-Extended the taller shack out into the main area
-Extended the right side spawn exit out to a 'porch'

Concerns/Possible Issues
-May be possible to spawncamp
-Last fights may devolve into spawncamping
-Left side grass route at last may be useless


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The Letter Before A

Cool Idiot
Jul 15, 2016
292
196
Apparently I somehow broke something in this version, it seems to have crashed the tf2maps server. I'll try to diagnose the problem and get a fix out soon.
Sometimes bsps break
I map called koth_itza would crash everyones computers who would try to play it.
Just recompile and repost, download and test the downloded version of the BSP
 

chemelia

yndersn't
aa
May 11, 2014
406
619
Alpha 4B

Screenshots are out of date!

Gameplay
-Added a diagonal ramp to mid from the lowest route
-Lowered 2nd point by 32 units
-Removed shutter route into lobby
-Reverted lobby back to a whole; rather than having 2 parts
-Moved spawnpoints up in final spawn
-Relocated forward spawn for capping 2nd to the "under" area of mid

Technical
-Shortened initial spawntimes
-Lengthened cap times for mid and 2nd
-Cut off some edges from the mid cap zone to prevent cheeky capping
-Added nobuilds to capture zones

Visual
-Moved some buildings up to clarify that they're unreachable
-Fixed an exposed nodraw

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chemelia

yndersn't
aa
May 11, 2014
406
619
Alpha 5

General
-Fixed spawntimes(hopefully)
-A lot of small brushwork changes
Mid
-Relatively unchanged
Mid>2nd

-Lengthened all routes
-Added a shutter to the middle route
-Added a small healthkit and medium ammo
-Straightened out the left side ramp
2nd
-Relatively unchanged
Lobby
-Added an entrance on the top of the spiral
-Changed height levels of most rooms
Last
-Shrunk left side flank route
-Moved spawnrooms further away from last
-Added some temporary props to block stickyspam from spawn
-Removed the entrance into the left side flank route
-Opened up a section of the fence

Sorry for such a long hiatus for such an underwhelming update. I've been especially busy with school and self-hatred, and haven't had much time to do any real mapping.

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ibex

aa
Sep 1, 2013
308
528
So I had some thoughts about your second, and since you didn't get a demo I figured I'd try and explain them here.
Basically I thought the fights around second felt awkward, a few people agreed. Someone said it might be due to the 90deg turn that attackers sorta make when going from second to last.
toTvLj0.jpg

Here's the 90deg turn in question. As an attacker I liked this path, had two health/ammo placements close by and felt relatively safe for me to approach, however you can't really tell if defenders are to the right. And I think visibility around the point is another issue.
AIkjXBY.jpg

Lovely paint skills here. Okay, basically you've got routes onto the point in the 4 cardinal directions, purple for north, red for south, green for west, orange for east. And the doors into the area are highlighted in blue and yellow. Technically green isn't a route onto the point, but you can still spam from below as a demo or explosive jump up. Attackers coming down to the point from the north/purple route also face a 90deg turn when moving to last.
QFIZXHK.jpg

As a defender I felt safest here because I can retreat easily and I didn't have people sneaking up behind me on the curved ramp. However, I can't see anything of the other 3 attacking routes.
dgAZhDd.jpg

Furthermore, if I get onto the point to contest it from an attacker I had to constantly be checking my back in case someone got onto the curved ramp without me seeing them. You can really only watch maybe 2 of the routes while on the point, which isn't so bad, but then the other routes are basically 180 from your view.

I think widening the orange area by moving the bottom yellow entrance maybe ~128u down/south could help with the red route visibility. As well as moving/removing some of the barriers toward the purple/north route. But what you actually do is entirely up to you of course.
tVJBtl5.jpg

Last minute idea in black and blue. Instead of the 90deg turns you could do 45deg turns?
 

chemelia

yndersn't
aa
May 11, 2014
406
619
Alpha 6

Mid
-Removed spiral & curved wall
-Added "house" structure with a balcony thing in place of the spiral
-Added a rock prop, letting people walk up to the balcony
-Moved barriers
-Stretched out one side of the mid structure
-Moved medium health closer to middle & added a small ammo next to it(everybody needs a friend)

Mid>Second
-Added a suspended barrier to right side route

-Moved small health/medium ammo closer to mid
-Changed routes to be more of curves rather than 90 degree corners(Thanks ibex!)

Second
-Relatively unchanged

Lobby
-Added some more height variation in right side (The Area I Have No Name For) to make it less boring
-Added a window to right side that sees the flank route on last

Last
-Relatively unchanged

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