Name me some 2x3 CP (dustbowl) customs.

Discussion in 'Team Fortress 2 Talk' started by A Boojum Snark, Oct 29, 2008.

  1. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Since I'm working on one I want to give as many as I can a play, to get feel for what does and doesn't work (going off one map is... not great). Trying to search for them is impossible, with so many different setups getting the CP prefix.
     
  2. MangyCarface

    aa MangyCarface Mapper

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    cp_beam or something
    cp_bloodstained
    cp_ironbowl (kinda)
    cp_boulder
    cp_egypt
    cp_industrial
     
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  3. MrAlBobo

    MrAlBobo L13: Stunning Member

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    ha...id say you will find like 6 total, its a very uncommon map type
    regardless...i assembled a list of that type of map 4 months back or so ;) bear in mind these passed through my screening to confirm it was server worthy...namly no bad lighting, everything function, and its not 100% dev textures (these are not listed in order of quality)

    1) Bloodstained - 1st two stages are relatively good examples of what makes a good dustbowl map...(aside from the inversed teams...) 3rd round is well...long...and...uhh...long
    2) Boulder - fun map, with valve quality detailing, haven't played enough to locate the specific nuances
    3) Junction - "Looks" like it might be a good example, detailing is a bit...incomplete, and unsure of the gameplay, but it passed my quality control
    4) Castle - Gameplay-wise its not a bad map, a few too many lock down sentry locations and long corridors. Its not in tf2 style, do not take any detailing idea from it.

    The ones I rejected included:
    1) Aqua - the lighting, namely the reflections were far too bright and were starting to bug me, take a look if you want, i know nothing of the gameplay potential
    2) Siege - An excellent example of quality gameplay, absolutely love this map, rejected due to dev textures
    3) Egypt - Really...really bad fps, ive heard of large gameplay flaws, I honestly know little about this map

    Other Rejected, both of these are one round dustbowl maps, one of them is amazingly detailed, the other is so bright you can feel your eyes start to burn...
    1) dunder
    2) yeehaw
    im leaning toward yeehaw being the better one...but i just can't remember


    Other then that I watched a few others quietly die out...
    1) My map backfire r1, the walking distance was far too great, the 2nd cap was too easy to get, and the 1st cap could be taken with a single uber, you might take something out of it, but i would not expect much
    2) Snipergens 2 round dustbowl type map, fun, could be locked down by a single uber sniper...and is all dev textures, some gameplay ideas could be taken from this

    EDIT: i can likely answer any setup questions...the only maps i made are this type :p
     
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    Last edited: Oct 29, 2008
  4. Captain Planet

    Captain Planet L2: Junior Member

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    I don't get that people get really bad fps in Egypt, my fps in egypt is at 25, while it is in dustbowl 30
     
  5. Uriak

    Uriak L8: Fancy Shmancy Member

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    I've never had perf issues on egypt. It has been like a "classic" on our map cycle for quite a long time. Gameplay wise, it's quite different than dustbowl. Defending may seem very very easy at first but when you look at the actual stats... : http://psychostats.canardpc.com/map.php?id=29

    Aqua has some visual issues but provides some fun moments. It's not a map where team organize themselves easily, though, and the teleporting mechanics feel like a dirty addition. The second stage offers some nice element for forward base use and underwater fight. I was a little disappointed water didn't played a greater role, though

    Boulder is nice but we don't like the third stage. It's not currently on our main server.
    Castle is not an exemple of TF2 detailing but is still appreciated amond our players
    Bloodstained was tested in beta stage and discarded afterwhat. I never liked this map, with its embodiement of the choke gameplay (demomen are already advantaged enough in stock maps for me)

    I don't know if there are some 3*2 CP maps, btw. With 2 rounds of 3 CP.
     
  6. Apom

    Apom L6: Sharp Member

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    cp_beamvalley, a recent map seen on FPSB. I haven't tested it myself, from the screens it looks well-detailed, but from user comments it sounds like some locations are badly designed in terms of gameplay.


    It's in fact a GravelPit-style map.


    It's a 2x2 CP, actually. I personnally love its visual feeling, but I can understand why some people wouldn't.

    In terms of gameplay, the first three points are fairly good, but the last one is a huge sentry nest that often sees 15 minutes of defensive deadlock. The teleporters are somewhat too much of a gimmick (the swift water is a gimmick too, but that one's well done in my opinion).


    Maps that have not been named so far:

    - cp_corporation (currently b3). That one is well known and, in my opinion, has too many gameplay flaws to be taken as a good example. It does have potential, but it's been around for so long that I doubt there will ever be a b4.

    - cp_dogblu. Duh. Extreme butchery with 0 spawntime. Unplayable without a sniper restriction to 1. Good to empty your brains and increase your frag counter.
     
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  7. cornontheCoD

    cornontheCoD L7: Fancy Member

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    Just a warning, there is a reason there are not many customs of this type. It takes a very long time to do. Make sure you are very dedicated to it before you start it. If you are unsure about the time you have, err on the side of not doing it.
     
  8. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    I'm interested in the bad gameplay maps just as much, if nor more, than the good. It's better to know what doesn't work :) If I can manage to locate all these playing I should be set.

    I don't see why this type of map would take any longer to make than any other asymmetrical map. At any rate, I don't have a time limit for it and am quite interested in getting it built.
     
  9. Brandished

    Brandished L5: Dapper Member

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    I get bad fps in Egypt myself, it's not bad everywhere, mind you. I originally thought it was just lag until I did a solo run with "sv_lan 1". I typically average around 60~100 in the Valve maps, but with Egypt, certain sections dropped my fps down to 15~30 making it near unplayable on a server with a 90+ ping. Gameplay wise, I liked the layout, but I really haven't played it that much due to the fps issues so I can't give an honest evaluation. I don't think I've played the more recent v2, so I don't know if Heyo fixed it up some or not.

    The only multi-stage attack defend I can think of that hasn't already been listed is jailbreak. It's not a good example though, mostly dodge the sniper bullet; looooong corridors, huuuge open spaces, no cover.

    I liked bloodstained and boulder. The first 2 stages of corporation are ok as well, but the third is a guaranteed fail for attackers due to the layout around the 2nd point. Stage 3 tends to empty a server as players get bored waiting for the time to run out.
     
    Last edited: Oct 30, 2008
  10. Hawk

    Hawk L7: Fancy Member

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    I think the key factor in this type of map is balance. It really doesn't take longer to build this type of map, but getting the right feedback to make the map balanced is where the real work happens.
     
  11. MrAlBobo

    MrAlBobo L13: Stunning Member

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    lolz...i knew at least one of the gravelpit maps would slip through...i was thinking of corporation when i added it and my description applies to it

    as for egypt...i get between 95 and 120 fps on valve maps, i get 15-25 on egypt