Whitewash

CP Whitewash rc1

AtomicKirb

L1: Registered
Jun 2, 2011
29
2
After more than a year, whitewash has hit rc1!

An Attack/Defend map set within a good-ol'-fashioned desert/industrial environment, BLU attacks a once abandoned RED facility, now up and running again thanks to a newly built hydroelectric dam.

Special Thanks to:

A Boojum Snark, for the Ultimate Mapping Resource Pack,

The TF2Maps community for their insight and tutorials,

ImACrocketMan over at facepunch for the name cp_whitewash and

The Facepunch community for The TF2 Emporium Vehicle Prop Pack.
 
Last edited:
Mar 23, 2010
1,874
1,699
this definitely has potential, i like the balcony/shack area in the 5th screenshot a lot
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Control point A looks a little tight, and I've only seen one pickup through all the screenshots.

Nonetheless, I can see plenty of fair-ish height advantages (from the view of the screenshots you've gave us), and I think it should be fairly interesting to play sometime. (Hopefully you'll run it in one of the tf2m impromptus sometime)

Another thing I noticed was control point A being sided towards the attackers. Unless it's got a long cap time, I don't see this working perfectly well.
 

FiLi

L4: Comfortable Member
Nov 14, 2009
195
102
I downloaded it and took a quick look around and I really liked the detailing; especially the unplayable areas. I am, however, a little worried about the gameplay in some areas, as it seemed a bit cramped or linear, but only a real test will tell. Overall, though, as a first contribution, this is really neat.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Yeah, it's really cramped. Like, Junction cramped. I don't know if I'd describe it as "underscaled" as such, but it's definitely too tight overall.

On the upside, the detailing is really pretty. Like... well, Junction pretty.
 

AtomicKirb

L1: Registered
Jun 2, 2011
29
2
Yeah, it's really cramped. Like, Junction cramped. I don't know if I'd describe it as "underscaled" as such, but it's definitely too tight overall.

On the upside, the detailing is really pretty. Like... well, Junction pretty.

Thanks for the feedback. Do you think the under-scaling is an issue with the entire map, or just certain areas? I know final cap is a little tight, but then I feel like cap A is fine. 'Course I won't know until the map is tested with multiple people.
 

Roll

-in a daze-
aa
Jun 19, 2009
118
266
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
In theory people shouldn't be asking for other people's maps to be tested in impromptu at all, unless it's a map that's been around for a while and they like enough to want to play for fun at the end or something.
 
Sep 19, 2010
476
500
Played your map today during the gameday and had a pretty decent post-gameday discussion with Egan and RubbishyUsername. You'll hear what we thought when that comes out, but I really wanted to address some issues I had with the spawn.

It's very odd to have a route only be accessible from a spawn room when their are two rooms. We had a few suggestions, one being getting rid of the second spawn completely. Another would be to Make the entrance to the route more obvious by moving it outside the spawn.

One more issue was the exits from Blu's spawn area into what we've been calling "the warehouse." You only have two exits, one up top and one below. All Valve maps (or at least those I can think of) have three exits, and one of them is usually larger, signifying it is the "main" exit. Here are a couple of paintovers I did to illustrate one way I thought you could remedy the problem.

2014-03-22_00002.jpg

2014-03-22_00003.jpg


But yeah, you've got a decent map on your hands here, just a few adjustments that need to be made! :)
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Just realised I haven't said how pretty this map is for at least a month. Damn it's pretty. Just... ooooh.

EDIT: Just noticed in one of the screenshots that there are some really thin beams above B. Not only are those impractical for holding the roof up, but there's no way you'd be able to do the wiring for the lights hanging off of them.
 
Last edited: