CP Sandy Shoals a2

Beach-themed Attack/Defense CP map, with an incomplete layout.

  1. luxatile

    aa luxatile deer

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    Sandy Shoals is an attack/defense Control Point map set in a warm, sandy sort of place. Not much to say about it yet, but my goal with this map is to make a solid, polished map that feels fresh and different while retaining the feel of a TF2 map.

    So far it's just a single stage with two points, but I'll be expanding it - either into three stages, or into one bigger stage. Not sure yet.
     
    Last edited: Jul 25, 2014
  2. luxatile

    aa luxatile deer

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    The forums don't seem to want me to upload screenshots at the time so here's a couple

    [​IMG]
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  3. radarhead

    aa radarhead Level 20 "Mapper"

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    Looks nice. Eager to try it out!
     
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  4. YM

    aa YM LVL100 YM

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    nice Koala 10/10
     
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  5. luxatile

    aa luxatile deer

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    Alpha 2 released.

    Changelog:
    BZ2: https://dl.dropboxusercontent.com/u/72855021/maps/cp_sandyshoals_a2.bsp.bz2
     
  6. nightwatch

    aa nightwatch

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    Umbratile is my favourite mapper and this map looks nice.
     
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  7. Shogun

    Shogun L6: Sharp Member

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    Hi Umbratile. After playing this map during the impromptu today, Sandy Shoals received a lot of criticism and not much useful feedback. I walked around the map myself and took some screenies of some of the areas which people found troublesome during the game.


    The biggest complaint by far was the walking distance from Red's spawn to point A. The scenario was that if most of Red team died, Blu could easily cap A before Red spawns had time to make it back to A and set up a new defense. One idea was to make a shortcut that bypassed the A/B connector to allow Red to quickly return to A after respawning. Another idea was to add a forward spawn.

    [​IMG]



    This sightline allowed Blue snipers to shoot from the safety of their spawn right onto anyone unlucky enough to be standing on the A cap. It shouldn't be a hard fix.

    [​IMG]



    Overall, Red had a hard time defending any position, especially A. This ledge allowed Blu team to walk right out of their spawn and spam down at Red, killing anyone in the low area and doing quite a bit of damage to the alcove on the right, which was one of the few sentry spots on the entire map.

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    Just something I noticed, I thought I could jump up hear because it was so low, and I was surprised when I couldn't. Maybe raise this cliff or add a fence so it's less confusing.

    [​IMG]


    Sorry for the long post, but I really had a fun time on this map and I want to give it the feedback it deserves. Hopefully you'll find at least some of this useful when updating the map!
     
    Last edited: Jul 31, 2014
  8. MaccyF

    aa MaccyF Notoriously Unreliable

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    Those square brush based rocks look really cool :)

    Can't comment on layout as i've not played it, but from the screenshots it look pretty decent :D
     
  9. YM

    aa YM LVL100 YM

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    I have definitely started a brush-based rock trend haven't I?

    And I am loving the results
     
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  10. MaccyF

    aa MaccyF Notoriously Unreliable

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    your smooth brush-rocks are good an all, but the square ones here are funky as hell XD
     
  11. Zed

    aa Zed Certified Most Crunk™

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