vineyard A3A

By Dr. Spud

  1. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    cp_vineyard (a3a)
    by: Dr. Spud

    (No relation to the last map I started called vineyard)

    Vineyard is a single stage attack and defend map with 4 CPs. It's basically what you get when you apply the badwater style of map to CPs.

    Since my last map ctf_haarp has absolutely zero chance of being considered "competitive," I'm thinking of making some nods to competitive play with vineyard. It's not my main goal, but in my mind if A/D were to be played in comp, a single stage with many CPs would make the most sense. So I'm at least thinking about it.

    This map is using the vineyard theme I created and used in the mini-CP contest.
     
    Last edited: Jan 24, 2010
  2. The Political Gamer

    aa The Political Gamer

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    Looking really nice Spud. I have yet to see a 4CP A/D map work but this looks very promising.
     
  3. The_Ulf

    The_Ulf L6: Sharp Member

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    Oooh! Can't wait to see how this goes. I like the look of your CP's - a good variety of interesting combat spaces. Also I can't stress enough how much I love your Vineyard theme. :D
     
  4. Gerbil

    aa Gerbil

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    Great to see the you're making this. Can't wait to see the final result :)
     
  5. absurdistof

    aa absurdistof

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    Interesting how the overall map is shaped like a PL map with the CP's at intervals.. Take B for example, it's just in the middle of the path :D. Very similar to a PL map. Might I suggest cover?

    EDIT: Yes, this is the child of a PL and CP after a wild night at the bar :p
     
  6. littleedge

    aa littleedge L1111: Clipping Guru

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    The only problem I can see with having 4 cps for a/d would be that BLU has a good chance of capping two points at a time. Meaning that as they cap A, they destroy RED and, with the majority of BLU alive, BLU heads towards B where there are few defenses since RED is dead/running towards B.
     
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  7. absurdistof

    aa absurdistof

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    Respawn times could help, but you have a point. Another problem is that the Payload layout seems condusive to this, but only testing will tell.
     
  8. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    That would be a problem, but if it arises it certainly wouldn't be impossible to fix.
     
  9. Acumen

    aa Acumen Annoyer

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    while i completely love the overall look, feel and atmosphere on this screenshot:
    http://forums.tf2maps.net/geek/gars/images/3/6/4/8/vineyard_a2a1.jpg
    the two black parts look like someone is trying to play tetris on the buildings wall. it looks too "forced random". i don't know, it just catches my eye.
    but the composition seen in this screenshot is awesome ! if everything else in this map gets this vibe, you're off to fame :D
    the vines add a lot to it - very nice !
     
  10. tehn

    tehn L2: Junior Member

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    *goes changes pants* Oh man this looks really good. I'll get back to you when i run around in this map!

    Edit - My friend Karma really wants haarp in comp play if it makes you feel better!
     
  11. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    After the playtests littleedge's prediction came true. I'm going to have to space out the CPs some more, as well as increase the cap time to slow blu down (currently it caps quite fast).

    But whenever blu missed their chance to plow on ahead and the game slowed down a bit, I was fairly happy with how it played. Look for a new version sometime soon.
     
  12. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    Hah, you thought when I said "sometime soon," I actually meant sometime soon. Never!

    -------------------
    cp_vineyard_a3a
    -------------------
    Gameplay Changes:
    -Cap times for A,B, and C increased to 15 seconds.
    -Cap time for D is 10 seconds.
    -Red's spawn time slightly decreased.

    Layout changes:
    -Added an extra path for Red to point A.
    -Point B is further away from A.
    -Changed two of the paths between A and B to give Red a bigger advantage.
    -Changed point C entirely.
     
  13. Randdalf

    aa Randdalf

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    I think Valve had a similar problem with Gravel Pit, hence the immense cap times on A and B to stop the team rolling onto the last point. Though I could be wrong.
     
  14. littleedge

    aa littleedge L1111: Clipping Guru

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    Heck yes my predictions coming true. That never happens! Last time I played Vineyard, I never saw the third and fourth points D:
     
  15. Remnic

    Remnic L2: Junior Member

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    Making some excellent progress on the map Dr. Spud. Can't wait to try the final version.
     
  16. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    Yeah I sort of overcompensated for the blue-rushing in the current version. It'll be balanced better in the next alpha.
     
  17. The Political Gamer

    aa The Political Gamer

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    You going to go back to working on this now that the contest is over?
     
  18. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    I don't know maybe. The layout kind of sucks right now.
     
  19. absurdistof

    aa absurdistof

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    Do it. Do it now :D
     
  20. Codename22

    Codename22 L1: Registered

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