CP Whitewash rc1

Made by AtomicKirb

  1. AtomicKirb

    AtomicKirb L1: Registered

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    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: Jul 23, 2015
  2. Prestige

    aa Prestige im not gay anymore

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    this definitely has potential, i like the balcony/shack area in the 5th screenshot a lot
     
  3. Berry

    aa Berry if you read this you're a nerd

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    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.
     
  4. FiLi

    FiLi L4: Comfortable Member

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    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.
     
  5. Pocket

    aa Pocket func_croc

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    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.
     
  6. AtomicKirb

    AtomicKirb L1: Registered

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    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.
     
  7. Roll

    aa Roll -in a daze-

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    • Thanks Thanks x 2
    Last edited: Jan 13, 2014
  8. AtomicKirb

    AtomicKirb L1: Registered

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  9. Egan

    aa Egan

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    In a perfect world you would be notified by PM from a bot that your map was playtested 'and heres the link' etc, but that's too complicated for vbulletin :'( Working on a solution actually at the moment for it but it's still a pipedream for the time being.
     
  10. Pocket

    aa Pocket func_croc

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    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.
     
  11. AtomicKirb

    AtomicKirb L1: Registered

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    Whoops, forum link is still called Underground. I don't know how to work this.
     
  12. Eyce

    Eyce L6: Sharp Member

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    Mods/Admins can only change thread titles, I'm sure one of them will probably catch it via one of these two posts.
     
  13. AtomicKirb

    AtomicKirb L1: Registered

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    Updated to Beta 3.
     
  14. AtomicKirb

    AtomicKirb L1: Registered

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    Updated to Beta 4, screenshots coming soon.
     
  15. Grizzly Berry

    aa Grizzly Berry

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    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.

    [​IMG]
    [​IMG]

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

    AtomicKirb L1: Registered

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    Updated to Beta 5.
     
  17. AtomicKirb

    AtomicKirb L1: Registered

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    Updated to Beta 6.
     
  18. RubbishyUser

    RubbishyUser L7: Fancy Member

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    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.
     
    • Thanks Thanks x 1
    Last edited: May 7, 2014
  19. AtomicKirb

    AtomicKirb L1: Registered

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    Updated to Beta 8.
     
  20. AtomicKirb

    AtomicKirb L1: Registered

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    Updated to b9.