Overworks

CP Overworks A3

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Mâché

Big Ferret
aa
Sep 7, 2015
381
297
Overworks - It's been a long time.

Been a while since I made a full-scale map. This time, it's attack and defense.

I like making asymmetrical maps more than symmetrical ones these days. For some reason, they feel easier to balance and rework because I don't have to mirror/rotate every change I make.

This map takes inspiration from Process and Gorge. It even has a dome prop!

Screenshots:
20170814180356_1.jpg 20170814180416_1.jpg 20170814180426_1.jpg 20170814180445_1.jpg 20170814180509_1.jpg 20170814180528_1.jpg
20170814180955_1.jpg
 

Mâché

Big Ferret
aa
Sep 7, 2015
381
297
Changelog:
  • Fixed the ultra-bright lighting (compile mistake)
  • Cut off/reduced the power of some long sightlines
  • Made points A and B cap slower
  • Made C cap slightly faster
  • Made the capture zones for all control points slightly larger
  • Changed up the last point area a bit (see screenshot)
  • Fixed (shortened) Blu's respawn timers
Screenshots:

20170815195029_1.jpg


Read the rest of this update entry...
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
I hope I'm around to play this just to see the car park lol
 

Mâché

Big Ferret
aa
Sep 7, 2015
381
297
Changelog:
  • Added an accessible roof area with small health and medium ammo at last, to give some height advantage to Red, as well as a potential sentry or sniper spot
  • Made the roof of the full health and ammo shack at A accessible via climbable props
  • Replaced the steel wall left of the A point structure with a stack of crates. These can also be climbed, making for another potential sentry spot
  • Upgraded the medium ammo in the same area to a full
  • Blu's forward spawn has been moved to a new room underneath the dome/window/rounded room. This should make certain routes more frequently used and nerf the massive advantage Blu had prior to this change.
  • Redid the vehicles (including some vehicle variety) in the garage and added a wall/barricade thing
  • Removed the shutter door between A and Red's initial spawn
  • Filled unnecessary gaps in certain ramps
  • Changed the dome building to a more team-neutral color (grey)
  • Ensured that the trapezoidal visualizer at Blu's initial spawn prevents Red players from standing on the ledge
Screenshots:
20170817202617_1.jpg
20170817202629_1.jpg
20170817202635_1.jpg
20170817202649_1.jpg
20170817202723_1.jpg


Read the rest of this update entry...
 

Billo

aa
Feb 8, 2016
891
365
looks very interesting i got to say. continue working on the map and keep the good work. i am very interested to see where this map can lead
 

That1Yoshi

L1: Registered
Apr 29, 2018
48
9
I assume this is no longer in the works (I'm trying hard to not make a terrible joke), I'm unsure if you even make [TF2] maps anymore but I thought it was interesting that the a5 (technically a4) version was not released. I have not played this map but I've got to say that it looks great for being so early in development.