CP Off Peak A5

72 Hours in a Museum

  1. Paper Shadow

    Paper Shadow L1: Registered

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    Off Peak - 72 Hours in a Museum



    Off Peak is an A/D Single Stage 2 CP Map with Frontline assets, done as part of the Summer 72 Hour TF2Jam. It is set in a sleepy snowy town where RED's Wartime Museum is actually a military stockpile, where weapons of destruction are cunning disguised as historically accurate weapons of destruction. BLU Team will be paying a visit to the museum in the early morning. It's cheaper than going during peak hours...





    Changelog:
    A1:
    Release
     
  2. Paper Shadow

    Paper Shadow L1: Registered

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  3. MaccyF

    aa MaccyF Notoriously Unreliable

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    I like the theme you've got going on; looks pretty unique!
     
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  4. Paper Shadow

    Paper Shadow L1: Registered

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    Change Log (From Blue Spawn to Red Spawn):
    Minor: Time Alterations. Starting Time reduced to 5 minutes (from 6), Time Gained from the first Capture Point reduced to 4 minutes (from 5), Maximum Time reduced to 8 minutes (from 10)...
    Major: Improved Blue Spawn. Blue Spawn now has three exits, the new exit sits between the original ground exit and the small cafe. The player spawn room has been moved to the left, now between the two ground spawn exits. More walls and an extra locker has been added. The wall outside the original ground exit has been removed...
    Major: Reduced Size of Section A. The play area of the first capture point has been reduced at least 512 Hammer Units both length-wise and width-wise...
    Major: Garage Completely Reworked. The new building (called Hotel) is less open, and has two floors. It has exits that lead to generally the same places as Garage did, as well as a balcony (more like a large window really) on the upper floor...
    Minor: The balcony and hut has been removed (a regular small building in its place) and the ambulance that players could climb up to reach the balcony has been removed. The Hotel Balcony serves the same purpose now...
    Minor: Replaced the hedges at the fountain area with walls...
    Major: Large Cafe Reworked. The large room between the small and large entrance has been cut in two. The small entrance leads to a new hallway that wraps around into the side path exit. The large entrance has been moved back and is now in the fountain area...
    Minor: Wall added between side path and the control point...
    Minor: An outpost with a window and a aeroplane prop now stands outside the museum...
    Minor: Minor Tweaks to Geometry, Lamppost Placement, and Tree Placement...
    Minor: Back Alley to the left shortened, and the full health and ammo has been brought forward, so it's now closer to the point than the left entrance to the Museum...
    Major: Right Entrance Corridor Reworked. No longer leads into the Capture Point Room via the low ground. Instead has a tiny corridor that leads to the Reception Area, and a Full Health and Ammo...
    Major: Submarine Room Reworked. Moved back, made slightly smaller. Attacking entrance closer to the left side Museum entrance, defending entrance closer to the Control Point. Submarine is now at the attacking end of the room, and raised from the floor. Health and Ammo Crocodile moved closer to defending end of the room...
    Minor: Concrete barricades altered in the display area of the Control Point Room...
    Major: Reduced Length of Control Point Room. The room is now 512 units shorter. These units were cut from the back of the room, so Red Spawn is now closer to the Control Point...
    Minor: Concrete barricades and stairs behind the point removed and replaced with a large wall...
    Minor: Jeep Prop Relocated Slightly...
    Minor: The Red Spawn Upper Exit can now be left at both sides, and has a roof...
    Minor: Nobuild added on top of the Bomber...
    Minor: Rough Soundscaping Added...

    Read the rest of this update entry...
     
  5. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    The museum idea for point b and red spawn is really neat but the point's layout leaves a lot to be desired. The map has a lot of large open space such as around B point and the area outside of Blu spawn. I found Blu team getting spawncamped pretty badly as their spawn area didn't offer them any kind of advantage over attacking players. The trees also tended to hide attacking players as well as be rather bothersome in general. I would suggest working on that area to make gameplay more interesting as well as moving the trees to none playable space. OH, and you can blow up the sea mines in the submarine exibit but they don't respawn.
     
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    Last edited: Aug 2, 2016
  6. Paper Shadow

    Paper Shadow L1: Registered

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    This Update is aimed at addressing concerns of the map basically being "Two Opens Spaces with some brushwork and props in between". The update should add a lot more verticality to the map without hampering the flow. The Bomber Room (Control Point B) may still be consider in needing further additions, but I will let testing determine that...

    Change Log
    (From Blue Spawn to Red Spawn):
    Major: Building Added Between Lower Blue Spawns, and Blue Balcony goes into the Hotel.
    Major: Small Hotel Room with Full Pickups Moved Up in Height to meet Blue Balcony. Full Pickups reduced to Small Pickups.
    Major: The building near the Hotel Balcony can now be accessed with a ramp, and there is a ramp between the building and the balcony.
    The balcony has also been extended outwards.
    Minor: Medium Pickups at Small Cafe reduced to Small Pickups.
    Minor: Cafe Back Exit changed from single door and window to double door.
    Minor: Platform out of Hotel Back Exit extended closer to the Hut.
    Major: New Building Added. Accessed from the alley between Cafe and Control Point A, it has Medium Pickups and a ramp to a balcony.
    Major: Control Point A is now in a Building. The building is a raised platform that can be accessed through three sides.
    Minor: Removed wall between side path and control point
    Minor: Tweaks to Geometry, Lamppost Placement (expect less), and Tree Placement (expect a lot less).
    Minor: Front Door to Museum Removed. Entrance is still there, just without a door.
    Minor: Explosive Room Outside Entrance Moved to Lobby Room.
    Major: Upper Walkways throughout the Museum Added. These upper balconies can be accessed (via walking) at the side entrance, the Explosives Room, left side of the Bomber Room, and RED Spawn. There is Full Pickups in the Upper Walkways as well.
    Major: Concrete Barricaded Area is now an Actual Room (Tank Room). It contains most of the props from before, but also has a walkway through it (goes from the side entrance to the Bomber Room), and now homes the Tank from the Bomber Room.
    Minor: Side Entrance Upper Corridor no longer leads directly to Bomber Room. It now detours into the Tank Room.
    Major: Side Path Added. Entrance is in Tank Room and leads to the back of the Bomber Room, similar to the Submarine Room. There is also a drop down between the Upper Walkway of the Bomber Room and the small corridor between the Tank Room and the New Side Path.
    Minor: Prop Position Changes.
    Minor: Fighter Plane, Anti-Air Guns, Sea Mines, maybe more props Removed.
    Minor: Control Point is no longer raised above the ground.
    Minor: Less Ramps at Red End of Submarine Room due to the next change.
    Major: Lower Path Added to Bomber Room. It can be accessed by ramps, Submarine Room, New Side Path, and Lower Red Hut.
    Major: Red Huts Added Outside of Red Spawn. The Lower Hut leads to the Lower Path (via one-way drop) and the Ground. The Upper Hut leads to the Ground (via one-way drop) and the Upper Walkways. Blue Team can not enter these huts.
    Minor: Red Team Respawn now sits between the Upper and Lower parts of it height-wise.

    Read the rest of this update entry...
     
  7. Kreg

    Kreg L2: Junior Member

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    What snow texture is that?
     
  8. Paper Shadow

    Paper Shadow L1: Registered

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    It's part of the Frontline pack: nature/blendwetmudground008...
     
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  9. Paper Shadow

    Paper Shadow L1: Registered

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    This update tackles the second control point. The length of the second area has been reduced (by about 512 I believe), and the control point itself has been lowered to the lower floor, creating a smaller and more vertical room. The right side of BLU Spawn (BLU's Perspective) and the Hotel has also received some changes, such as minor layout changes and height variance. I will be looking towards the left side of BLU Spawn to see if that requires changing, and looking for other areas for minor height variance...

    Oh, and I removed several unimportant Frontline props to greatly reduce file size. The ones I felt were most important to the theme and gameplay, such as the Bomber, Tank, Sub, Trees, and those in the display cases, are still around...

    Read the rest of this update entry...
     
  10. Paper Shadow

    Paper Shadow L1: Registered

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    There's a lot of changes in this version. The first half of the map has received a lot of size reduction, with the BLU spawn and what was known as large cafe and the building next to it being reworked and having a new layout. On the left side of BLU spawn (BLU's perspective) is some height variation with the ladder onto the shed removed. The staircase to the right of the museum is now outside, both RED and BLU now have forward spawns (Tank Room and above the Hotel respectively), the B area is cut off while A is under RED control, one of the B side routes have been removed, the B Room's walkway now runs throughout the entire room, the B Cap has been moved to the left, the orange ramp moved as well, health and ammo pickup changes, et cetera et cetera...

    Read the rest of this update entry...