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Waste (CP)

Discussion in 'Map Factory' started by Icarus, Mar 18, 2009.

  1. Icarus

    aa Icarus

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    Waste (CP) (Build 2.0)
    by Eric "Icarus" Wong
    Email: ericgfwong@hotmail.com
    Download from FPSBanana
    [ame=http://forums.tf2maps.net/showthread.php?p=58107]Download from TF2Maps[/ame]

    Control Points
    Waste (PL) has been extensively reworked and customized for 5-CP push play. Waste places an emphasis on occupying the upper levels first in order to maintain control over the various control points.
    [ame="http://www.youtube.com/watch?v=JwOQxunLfew"]YouTube - Waste (CP) Intro Movie[/ame]


    Objective:
    To win each team must own all five Control Points.

    Other Notes:
    Control Points cannot be captured while they are locked.


    Release Notes:
    I've ported over the changes I've made for PL_v2 over to CP, with the exception that I've generally increased spawn times for winning teams.

    Special Thanks:
    A Boojum Snark -- Entity guru/actor
    Kronixx -- Actor
    Nem0 -- Actor
    MungoKing -- Actor
    [AoC] Clan -- 6v6 Testing
    www.tf2maps.net -- for all their support and gameday servers
    Clan Woof -- for being awesome
    Team Fortress 2 Fort -- 6v6 Testing
    Sawks -- 6v6 Testing
     
    Last edited by a moderator: Jul 24, 2010
  2. MangyCarface

    aa MangyCarface Mapper

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    The guys playtesting Ash Ridge couldn't emphasize enough their wish to see CP waste's set up gates removed.

    If you're marketing pl waste for pubs/macroplay and cp waste for comp/microplay you should probably do as the target audience sees fit ;)
     
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  3. CJLJ

    CJLJ L1: Registered

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    Do you have a list of changes? So far i see the ammo pack at mid, the extra doors at spawn and the filesize is a lot smaller. Is there anything else i missed?
     
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  4. uma plata

    uma plata L6: Sharp Member

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    The rollup doors on either side of the 1st spawn exit seem a little slow, you bump into them before they open fully
     
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  5. Icarus

    aa Icarus

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    Sure, sure I concede.

    But they would have to wait until the final gets out on the 29th.

    I hope it's not too distracting that it's unplayable till that day.
     
  6. Icarus

    aa Icarus

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    Due to popular demand, Beta 2 has been released! This update removes the setup gate logic, as well as several minor visual improvements.
    http://www.fpsbanana.com/maps/85578
     
  7. Icarus

    aa Icarus

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    Sorry about the late response

    -No more lame demo perches (playerclip exploit)
    -the two Small health packs around the middle have been replaced with medium ammo
    -Small health pack directly under the middle has been upgraded to a medium pack
    -Medium Ammo in the 'shacks' in the central area have been reduced to small
    -Medium Health at the 2nd forward spawns has been removed
     
    Last edited: Mar 22, 2009
  8. Icarus

    aa Icarus

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    Last bump for gameday.

    How does everybody feel about this map? About the balance between points?
     
  9. [O]

    [O] L3: Member

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    point 4 to point 5 seems quick at first, but with time i think players will find the sweet spots for the SGs.

    i found a couple of good spawn and SG points on the ground, but not with enough metal lying around. HOWEVER, after playing for a while i realized that your intention was to emphasis on the 1st floor and not the ground. then after reading your OP for the first time, it confirmed it for me.

    you have even an even sweeter area surrounding cp_4 from above:

    • well stocked with ammo
    • good views to below
    • just vulnerable enough to spy infiltration

    loving the detailing by the way. its looking good.

    point 3 [mid point i believe?] is well balanced i feel.

    • nice niche right next to the point- if an angie can put up a buildign there quick enough he can provide good support for a while.
    • nice opening in the corrugated steel for a sentry-still vulnerable to long distance hits which might be what you want to balance it anayway.
    • 3 or 4 routes in and out of there-great.
     
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    Last edited: Apr 3, 2009
  10. luxatile

    aa luxatile deer

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    I think this works great as CP. To be honest, its much better than the PL version in my opinion, no matter how cool that is as well.

    The last point can go down pretty easily once the second-to-last has been taken. The problem isn't with the cap time - it seems to be a bit slower than on most linear maps, in fact - but that the attackers can just rush straight in while the defenders are still defending. I guess that's a big layout problem if you were to fix it, but at the very least you could probably increase the winning team's respawn time so that reinforcements can't arrive as quickly.
     
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  11. Icarus

    aa Icarus

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    Aye, exactly my thoughts.

    I don't think it needs too much of an adjustment, maybe add a couple of seconds or so.
     
    Last edited: Apr 3, 2009
  12. Mar

    Mar Banned

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    Taken from this thread. Take a look for

    Fixes for the last point:

    &


    Personally I think that a roof over the final point and a narrow upstairs would make the last point more defend-able. As of right now the upstairs gives attackers a huge advantage, since they can hide out of the defense line of sight and they can jump from above, unnoticed, to leave a devastating attack.
     
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  13. luxatile

    aa luxatile deer

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    Another thing: I noticed the forward spawns you get after capping the middle are very bright - I can't even see the floor texture, it's just...white.
     
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  14. Mar

    Mar Banned

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    Steam conversation I just had about cp_waste, will edit it tomorrow.


     
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  15. Icarus

    aa Icarus

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    I've already added some ammo and health on the first floor, and some crates/barrels for scouts to use to get to the 2nd floor. Should help some, but I don't want to be doing any major renovations.
     
  16. Icarus

    aa Icarus

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    Be sure to watch it in HD on Youtube
    [ame="http://www.youtube.com/watch?v=8biaieFkU5g"]YouTube - Waste (CP) Intro Movie (Work in Progress)[/ame]
     
  17. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    Nice job, but I don't know about the jumpy camera. If it's within your ability, smooth it out?
     
  18. Icarus

    aa Icarus

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    I don't think the jumpy camera is at fault, it's the frequency of cuts and skips in order to make it all fit in ~30 seconds.

    I'll take out some clips for the final version.
     
  19. Dosia36

    Dosia36 L1: Registered

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    Great design, Waste maps looks really beautiful!
     
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  20. Icarus

    aa Icarus

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