New File Added: cp_corporation_b1.zip

Discussion in 'Maps' started by Hawk, Mar 2, 2008.

  1. Hawk

    Hawk L7: Fancy Member

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    212
    Downloads: A new file has been added by Hawk:

    cp_corporation_b1.zip

    cp_corporation

    The Blue team is staging a hostile takeover of the Red corporation! This assault map follows the Blue team from their invasion in the harbor of the enemy to the dramatic capture of the Red team's corporate office. Battle your way through the docks, warehouse, and working spaces as the Blue team or defend your CEO to the end with the Red team.

    This map is a control point map along the styles of Dustbowl, in which the Blue team attempts to capture all of Red's control points before time runs out. Once a control point has been captured, it cannot be recaptured. There are three rounds with two control points each.

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  2. MangyCarface

    aa MangyCarface Mapper

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    Battleship looks very cool and definitely tf2. That looks like an awful lot of expensive water though.... You sure it won't cause slowdowns? Also it looks like the texture is a bit on the small side. Very good looking though!
     
  3. Hawk

    Hawk L7: Fancy Member

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    Yeah, I'm going to have to see if that water is too much for players' computers. I'd hate to have to downgrade to the really cheap water, but it's something I'd do to make the map play well.

    Now as far as the small texture, are you talking about the battleship's texture?
     
  4. MangyCarface

    aa MangyCarface Mapper

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    No, the water texture seems to be too small (tiles too quickly.) If it's in the skybox set its scale to be around .015 I think. Otherwise, .25.
     
  5. Hawk

    Hawk L7: Fancy Member

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    You know, the water texture bugged me, but I had never imagined it might be too small. It makes a lot of sense now. I'm going to enlarge it and see how it looks. Thanks for the feedback.
     
  6. PMAvers

    PMAvers L6: Sharp Member

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    I ran a playtest-night of it on my server the other night, and the consensus is that it's wickedly awesome. :thumbup:

    That final point's on Stage 3's kinda rough to assault, but it's almost necessary, with how long the defender has to hold out sometimes... and it's actually possible for either side to win it.
     
  7. Hawk

    Hawk L7: Fancy Member

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    Thanks for the feedback.

    Yeah, the final point is definitely the biggest challenge. I worry about messing with it because my friends tell me it has the best balance of all the points in the map. While easy to fortify, the right combination of spies or ubercharges can take it. This is important, since I feel like all the points before it are a little too hard to protect. I'm still trying to tweak the balance.
     
  8. Termaximus

    Termaximus L5: Dapper Member

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    Awesome, awesome job. Rated it A+. Great custom objects, detail work, layout,etc. I have played a number of very fun rounds on the map. I agree the final point is fairly easy to defend with a couple good engineers, but the other team did just what you said and used at combo of uber heavies and spies and won just a the last minute.

    I think your water may be too expensive. I have noticed some significant slowdown at the very first cap point coming off the ship, with only about 5 vs 5 in the area. Of course, could not say for sure its because of the water, just an observation.

    By the way, have you checked out my corporate themed map cp_2Skyscraper? If you get a chance I would appreciate your feedback.
     
  9. Hawk

    Hawk L7: Fancy Member

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    Thanks for the good feedback.

    I actually have done a flythrough of your map. I noticed that our maps shared themes and I wanted to see how you handled the same challenges I'm dealing with. However, I think it was your previous version that I looked at. I'll give your newer version a look and see if I can come up with some useful feedback for you.
     
  10. Termaximus

    Termaximus L5: Dapper Member

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    Thanks Hawk.
     
  11. phatal

    phatal L6: Sharp Member

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    Our server rarely adds new maps due to our quality control but I must say we have added it and we love it! Great job on this!
     
  12. Koei

    Koei L4: Comfortable Member

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    We thought the caps were a bit to fast. We just steamrolled through the 1st and 2nd stage, and only ended up being slowed down on the third.
     
  13. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    Just got done playing a full round 12 on 12...

    Maybe we didnt know the map good enough, but the attackers took all the points super easy.. until the last point of the last round, that is impossible, you need to change something. the attackers double, even triple ubered and they still couldnt take out 2 sSGs

    Beautful map though... everything else was right on target for me.

    All it needs is an idea to make that last point not so impossible for the attackers.
     
    Last edited: Apr 3, 2008