Sawtooth

CP Sawtooth a2

gcone81

L1: Registered
Nov 27, 2009
37
3
Alternative download: here

Sawtooth_a2 is an attack/defend control point map. Similar to Gorge, Sawtooth is a single stage map with 2 capture points. Red's objective is to prevent Blu from capturing both points.

After what was believed to be an intentional attack on Blu's small railroad network, Red finds themselves at the front of a vicious retaliation effort. As mutual discontent turns to bloody war, both companies seek to take over the entire region for themselves.

This a2 version attempts to address problems faced during the testing of the first alpha. Most notably, the chokepoint between the first and second areas has been changed and the spawn timers have been adjusted.

Feedback is greatly appreciated.
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
564
I'm glad you used props to tell a story/set a scene. Things like what you did with the traincars is rarely done in tf2maps, really helps set the mood and give a unique feel to your map.

It's also generally a good idea to not have your map seem to "drop" off at a certain point. I realize that it's only the skybox and the player won't be able to walk off there, but you should still put a fence or a wall there, just to stop it from looking awkward.
 
Sep 1, 2009
573
323
Yeah Unless the area is a death pit I would recomend blocking it off so people don't go and think there is something there.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I see some sightlines that could be annoying, as well as what looks like a major choke between the first and second areas. Throw this up for US gameday, I'd like to test it.
 

matou

L2: Junior Member
Oct 25, 2008
86
20
Looks great, as godslayer said though, might be best to try and block players from actually interacting with that train wreckage.

Would love to see it on a gameday
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
That train wreckage looks awesome, though you should make sure it is well clipped and that players can't get caught, also when coming to the edge of the map, just put a wall up to stop confusing players, it doesn't need to go all the way up but still ensure that players know there is something there.

There are also a couple of longish sightlines and some choke points that could really cause some problems. But apart from that i'd love to see it in a gameday.
 

gcone81

L1: Registered
Nov 27, 2009
37
3
Wow, thanks for the responses everybody :)

I'm glad you used props to tell a story/set a scene. Things like what you did with the traincars is rarely done in tf2maps, really helps set the mood and give a unique feel to your map.

It's also generally a good idea to not have your map seem to "drop" off at a certain point. I realize that it's only the skybox and the player won't be able to walk off there, but you should still put a fence or a wall there, just to stop it from looking awkward.

Yeah Unless the area is a death pit I would recomend blocking it off so people don't go and think there is something there.

Thanks nik and Godslayer57, I'll put something up for the next release to show players they can't fall off.

I see some sightlines that could be annoying, as well as what looks like a major choke between the first and second areas. Throw this up for US gameday, I'd like to test it.

Looks great, as godslayer said though, might be best to try and block players from actually interacting with that train wreckage.

Would love to see it on a gameday

That train wreckage looks awesome, though you should make sure it is well clipped and that players can't get caught, also when coming to the edge of the map, just put a wall up to stop confusing players, it doesn't need to go all the way up but still ensure that players know there is something there.

There are also a couple of longish sightlines and some choke points that could really cause some problems. But apart from that i'd love to see it in a gameday.

Thanks Seba-079, matou and red_flame586, I'm thinking of applying for one of the gamedays next week. I'll post if my map makes it in.


Once again, thanks for the responses, it really helps.
 

gcone81

L1: Registered
Nov 27, 2009
37
3
Sawtooth has made it into grazr's Sunday Gameday (11/14/10).

Gameday begins at:

GMT 19:00 (7:00) pm
Eastern: 2:00 pm
Central: 1:00 pm
Mountain: 12:00 pm
Pacific: 11:00 am

Sawtooth is in the fourth testing slot.

EDIT: The event will take place on the US Server, which should be: 174.34.133.100:27500
 
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Tyker

L5: Dapper Member
Jun 1, 2009
232
142
In the screenshot:
It's great you are trying to tell some story, but looking at it, I think players would not go onto it because it looks like something you can get stuck on.

Apart from that, all the walls aren't just completely straight, which is a big plus. The way from point a to b needs to have 2 routes though, not just one.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Fix up the sightlines down the middle paths. Address your spawn timer issues. Provide a secondary path to the single choke between CP1 and 2. Sorted.

I wasn't a fan of the lop sided train flat beds. You could try for some more interesting details in the staging area. I actually kinda liked it despite the bad spawn timers.
 

gcone81

L1: Registered
Nov 27, 2009
37
3
I'd like to thank everybody who participated in testing Sawtooth today. I've reviewed the demo footage and annotations and it's safe to say that spawn times will be changed and the chokepoint will be dealt with for the next version.

In the screenshot:
It's great you are trying to tell some story, but looking at it, I think players would not go onto it because it looks like something you can get stuck on.

Apart from that, all the walls aren't just completely straight, which is a big plus. The way from point a to b needs to have 2 routes though, not just one.

Thanks. I definitely agree that another route needs to be added and I will be addressing that issue in the next version.

That chokepoint is HORRIBLE, and there were some huge sightlines.

Fix up the sightlines down the middle paths. Address your spawn timer issues. Provide a secondary path to the single choke between CP1 and 2. Sorted.

I wasn't a fan of the lop sided train flat beds. You could try for some more interesting details in the staging area. I actually kinda liked it despite the bad spawn timers.

Thanks, LeSwordfish and grazr. I will be working on those issues for the next version.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
The checkpoint isn't much of an issue if you can make it easily dominated by blue.

If you're making new passageways, make sure red cannot use it to flank blue.
 

gcone81

L1: Registered
Nov 27, 2009
37
3
The checkpoint isn't much of an issue if you can make it easily dominated by blue.

If you're making new passageways, make sure red cannot use it to flank blue.

Thanks Icarus, I'll keep it in mind. :)

A one-way passage or, as someone suggested, a balcony would be good, allowing blu a height advantage over red's side of the chokepoint.

Yes, I'll be looking into those. Thanks, LeSwordfish.