Pinerock

CP Pinerock rc1

ArtZ

aa
Sep 15, 2022
93
17
ArtZ submitted a new resource:

Pinerock - 2CP attack/defense map focused on open gameplay featuring pine trees and rocks.

My third map and an attempt at redeeming myself from Breachpit's distinct unoriginality. This is also the first time I've tried using displacements for height variation. Took about a day to complete the first version. BLU pushes through a staging building to an open A courtyard and after sidewinding pushes up a hill to B, with buildings flanking either side.

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ArtZ

aa
Sep 15, 2022
93
17
ArtZ updated Pinerock with a new update entry:

Alpha 2

  • Adjusted tonemaps to lower bloom and exposure difference
  • Added soundscapes across the map
  • Lowered ceiling inside BLU initial spawn
  • Made tree outside of BLU initial spawn's gate smaller
  • Added overlays underneath health/ammo next to the raised hut outside BLU initial spawn
  • Clipped doorways next to uneven displacements
  • Clipped roof and walls near tall building next to A
  • Added third route into B staging area from long red building next to A
  • Removed long fence in...

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ArtZ

aa
Sep 15, 2022
93
17
ArtZ updated Pinerock with a new update entry:

Alpha 3

  • Window on BLU initial spawn is now one-way from the inside and has been clipped
  • Removed flank route inside long red building next to A
  • The A capture point platform is now 64 units wider in both directions, props adjusted accordingly
  • Replaced large health kit near BLU forward spawn with medium health kit
  • Lowered displacement under bridge near BLU forward spawn
  • Extended open route to B staging area to make it less straight, added minor high ground platform, added...

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ArtZ

aa
Sep 15, 2022
93
17
ArtZ updated Pinerock with a new update entry:

Alpha 4

  • Removed small health kit on stump outside BLU initial spawn
  • Removed A signs above doorways outside BLU initial spawn
  • Added small health and ammo pack to middle corridor to A from BLU initial spawn
  • Added medium health pack and small ammo pack next to ramp leading into long red building next to A
  • Extended catwalk in long outside route to B staging area around the corner
  • Added sign for A in front of rock in B staging area that disappears after A is captured
  • Lowered...

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ArtZ

aa
Sep 15, 2022
93
17
ArtZ updated Pinerock with a new update entry:

Alpha 5

  • Added cover next to one-way door into B-staging area
  • Replaced tall crate at the peak of the hill to B with rock
  • Added rock in front of B point fencing
  • Added small shed/closet covering small health kit near B
  • Pushed medium health/ammo into new alcove inside window building near B
  • Added slightly elevated ground next to window building entrance into B
  • Replaced two barrel stacks near ramp route into B with elevated building
  • Moved stairs to ramp route from B to be...

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ArtZ

aa
Sep 15, 2022
93
17
ArtZ updated Pinerock with a new update entry:

Alpha 6

  • Reduced maximum time limit to 8 minutes from 10 minutes
  • Increased RED respawn time on B to 8 second waves, same as A
  • Adjusted one-way door triggers and added nobuild zones inside their clearance
  • Added window to lower exit inside BLU initial spawn
  • Replaced large fence in A courtyard with rock
  • Repositioned rocks and tree in A courtyard
  • Increased size of doorway to A tower from BLU's approach and shifted it to be closer to the main route
  • Added second walkway near...

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ArtZ

aa
Sep 15, 2022
93
17
ArtZ updated Pinerock with a new update entry:

Alpha 7

  • Platform leading to A point tower from BLU's perspective expanded to be one solid platform with an alcove underneath for health/ammo
  • Added barrel stack props onto platform leading to A point tower from BLU's perspective
  • Revamped A point tower interior, bottom floor separated into two rooms, ramp to balcony more accessible to RED
  • Added new entrance and area for RED to enter A point tower more easily next to new ramp position
  • Expanded ramp area containing one-way door...

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ArtZ

aa
Sep 15, 2022
93
17
ArtZ updated Pinerock with a new update entry:

Alpha 7A

  • Moved small health and ammo pack near doorway of route closest to A tower from BLU perspective
  • Upgraded medium ammo pack near main route to A from RED perspective to a full ammo pack
  • Hallway leading to windowed building overlooking B widened at the end with 45 degree wall
  • Enlarged section containing spawn points for RED team

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ArtZ

aa
Sep 15, 2022
93
17
ArtZ updated Pinerock with a new update entry:

Alpha 8

  • Increased RED respawn wave time on B to 9 seconds, was 8
  • Stairs to left route from BLU spawn extended to cover the entire platform
  • Junk props added behind small hut in BLU spawn arena
  • Added new ramp to A point platform in front of sniper fence, adjusted nearby props
  • Fixed clipping on roof of long red building next to A
  • Lowered main doorway to A point
  • Tree outside BLU forward spawn shrunk and moved
  • Removed small fence in B staging area, replaced with two small...

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ArtZ

aa
Sep 15, 2022
93
17
ArtZ updated Pinerock with a new update entry:

Alpha 9

  • Increased BLU respawn wave time on A to 3 seconds, same as B
  • Decreased RED respawn wave time on A to 7 seconds
  • Increased capture time on A to 50 seconds, was 40
  • Added platform to left route to A from BLU spawn perspective, adjusted health and ammo packs in left route, and flipped inside doorway
  • Flipped inside doorway in middle route to A
  • Closed doorway between middle and right route from BLU spawn perspective
  • Replaced right route medium health pack with small...

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ArtZ

aa
Sep 15, 2022
93
17
ArtZ updated Pinerock with a new update entry:

Alpha 9A

  • Added stairs and platform to white building left and directly next to BLU initial spawn
  • Slightly pushed wall right of BLU initial spawn back and added barrel props
  • Slightly extended platform right of RED spawn behind it
  • Added column to middle RED spawn hallway
  • Slightly pushed wall left of the inside of RED spawn back
  • Adjusted lighting

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ArtZ

aa
Sep 15, 2022
93
17
ArtZ updated Pinerock with a new update entry:

Alpha 9B

  • Removed tree in A courtyard
  • Adjusted medium health and ammo pack position underneath ramp leading to upper area of middle route to A from RED perspective
  • One-way door leading to A now permanently opens after A is captured
  • Added no-entry door textured brush entities placed in front of BLU forward spawn doors until A is captured
  • Enlarged room with small ramps in right route to B, minorly shrinking route leading to one-way door over B in the process

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ArtZ

aa
Sep 15, 2022
93
17
ArtZ updated Pinerock with a new update entry:

Alpha 10

  • Reduced A capture time back to 40 seconds, was 50
  • Fence barrier on A capture point platform flipped to other side
  • Ramp inside tall building next to A rotated to face wide doorway, wall and railing on second floor swapped around
  • Lowered ceiling above doorway into tall red building next to A from RED perspective
  • Medium ammo pack outside BLU forward spawn replaced with small ammo pack
  • Full ammo pack next to main doorway to A from RED perspective replaced with medium...

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Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
602
465
How come this map isn't in beta yet? I don't mean to be rude, I just want to know why.

I personally reckon it's been ready since I first played it in A7A.
I did bring up some issues with the A forward hold in A8 but you fixed them pretty quickly, and ever since then the amount of feedback has been really small, which can only be a really bad sign or a really good one.
And knowing this map, it definitely is more likely to be a really good sign.

If you're worried about the map being unbalanced in BLU's favour, I reckon you shouldn't be:
The TF2M servers aren't a great indication of team balance. With a large proportion of skilled players, the perceived BLU-friendliness or RED-friendliness of a map can drastically shift just depending on how aggressive or defensive the average server population is feeling.

What really matters is the proportion of team imbalance it takes for the gameplay to break. As long as RED is getting a fair chance to have a forward hold and backward hold on any point, it doesn't matter if they lose a bunch, they still had a fair chance and that's what matters, because it feels like they would've held if the teams were just slightly less unbalanced, and in fact they probably would've held.
And observing the most seemingly unbalanced recent playtest, of A10A, RED is given that chance, consistently, every single round.

If you're still not convinced, ask the players in your notes the next few playtests to simply feedback "!gf I like this map" or "!gf I dislike this map". If 90% of players or more say "!gf I like this map", you've got a damn good map that you should artpass immediately.

I know I would answer "!gf I like this map".