CP Mutagen2 A6

"This map is literally fucking dickcheese" -muma, froyo demoman

  1. Ynders

    aa Ynders absolutely gormful

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    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
     
    Last edited: Sep 24, 2016
  2. RataDeOrdenador

    RataDeOrdenador L5: Dapper Member

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    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.
     
  3. Ynders

    aa Ynders absolutely gormful

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    whoops. should be fixed now
     
  4. Ynders

    aa Ynders absolutely gormful

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  5. Ynders

    aa Ynders absolutely gormful

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    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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  6. Ynders

    aa Ynders absolutely gormful

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    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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  7. Ynders

    aa Ynders absolutely gormful

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    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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  8. Ynders

    aa Ynders absolutely gormful

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  9. ades

    ades L4: Comfortable Member

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    this looks really neat. I gotta try this on the next imp
     
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  10. The Letter Before A

    The Letter Before A Cool Idiot

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    This map is seriously coming together.
    It almost is becoming competitive during imps.
    Are you playtesting today?
     
  11. Ynders

    aa Ynders absolutely gormful

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    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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    Last edited: Aug 29, 2016
  12. Ynders

    aa Ynders absolutely gormful

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    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.
     
  13. The Letter Before A

    The Letter Before A Cool Idiot

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    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
     
  14. Ynders

    aa Ynders absolutely gormful

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  15. Ynders

    aa Ynders absolutely gormful

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    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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  16. Ynders

    aa Ynders absolutely gormful

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    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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  17. ibex

    aa ibex

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    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.
    [​IMG]
    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.
    [​IMG]
    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.
    [​IMG]
    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.
    [​IMG]
    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.
    [​IMG]
    Last minute idea in black and blue. Instead of the 90deg turns you could do 45deg turns?
     
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  18. Ynders

    aa Ynders absolutely gormful

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    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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