Pinnacle

CP Pinnacle a11b

Sep 7, 2012
638
500
Changelog is interesting.

If you really want to make that balcony on the first point more used by the defenders, you need to give a reason to use it. Snipers won't use it because it makes them too easily seen by the enemy, and engineers wont use it for the same reason. You would really need to add a bit of cover there in some way before anyone will think of defending from there - it's simply too far away from the exit doors to be useful as any class other than a sniper or wrangler engie, and those classes have much better vantage points that aren't so susceptible to enemy fire.
 

Tarry H Sruman

Large Orphanage Proprietor
aa
Jul 31, 2011
872
1,021
Updated to a7!

Changelog:
-Added a barrier to the balcony before 1-1
-Added a new room before 1-2
-Moved the stairs to the ledge before 1-2
-Slightly shrunk the wall of 1-2’s sentry nest
-Added some cover objects near 1-2
-Replaced the full ammo box in the nest with a medium one

This update is a few days old but I forgot to update the thread.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
If you're going to use dev textures please actually use gray/color so that walls and floors and other surfaces are actually distinguishable from each other. Right now playing this map is like looking at a gray mess and it is incredibly difficult to tell what is what.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Use the dark devblendmeasure, it looks good with reflectivity walls.
 

Tarry H Sruman

Large Orphanage Proprietor
aa
Jul 31, 2011
872
1,021
Updated to a9! (fucking finally)

Changelog:
-Modified the building hugging 1-2
-Shrunk the wall of the sentry nest overlooking 1-2
-Reduced the health kit in the sentry nest from medium to small
-Heavily redesigned 2-2 and stage 2 red spawn
-Adjusted cap and spawn times on stage 3, mostly on 3-1

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78F5C3B280A33A75360F5694760DBA72978298CA
 
Sep 7, 2012
638
500
Nice!

The recurring theme here seems to be "building off to the side or past the point" in which the defending team can set up but blue can capture without actually eliminating their presence there.
 

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
loving the 2nd area of the first stage, feels good to play on and looks awesome :)
thumb_2013-02-28_00001.jpg



on this point...
2013-03-25_00001.jpg


there needs to be some sort of sneak approach to last... some way that gets you closer to the point... it just feels very bare walking from a door to the cap, no cover, horrible for walking classes.

it kind of reminds me of egypt last... its just so hard to attack and none of the paths really take you to the point... take at dustbowl last on the otherhand... its also really bad and hard to attack, but at least it has a sneak approach from beneath.

loving map so far!
 
Sep 7, 2012
638
500
I don't think you can possible improve this further. A10 is the osiris of tf2 map design.


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Ok, so your 2-2 is still difficult to attack, which I would blame mostly on its size and how open it is. I would suggest making it a little easier for BLU to get to the point by making the entire area a bit shorter, like so:

cp_pinnacle_a100000.jpg
 
Last edited:

Tarry H Sruman

Large Orphanage Proprietor
aa
Jul 31, 2011
872
1,021
Updated to a11

Changelog:
-Slightly shortened the area before 1-1
-1-1 now adds 30 seconds more to the timer when captured
-Added a one-way door on the second floor of 1-1 that activates after it is captured
-Tweaked spawn and cap times at 1-2
-Widened the catwalk hugging 1-2
-Significantly shortened the 2-2 area
-Added a platform on Blu’s left at 2-2
-Redesigned Red spawn on stage 2 and access to the high ground