[WiP] CP_Maze

Discussion in 'WIP (Work in Progress)' started by DJive, Dec 24, 2007.

  1. DJive

    aa DJive Cake or Death?

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    Name may change. Here is going to be one of my first released maps once im completed with it. I so far do not have any props, textures, decals.. etc but this is the layout =)

    Layout is a 5 cap style game. Each side will start with 2 CPs fighting for middle, once middle is taken BOTH the other CPs open up.

    red/blue CPs on a 10 second Cap
    Middle CP is on a 20 second Cap

    Once middle is taken team spawn opens up.

    I'm going to be going with a VERY clean and fun design here. Those who have played it loved it because it offers a very simple yet addicting gameplay.

    Classes: The only Classes to have a disadvantaged here i've seen are Engineers because soldiers can RJ over the walls, and Heavys because of the travel. HOWEVER a 10v10 game heavys would be in place. Engs still are oddly out.

    [​IMG]

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    Anyone willing to give some CC please shoot away, im looking to improve.
     
    Last edited: Dec 24, 2007
  2. Shmitz

    aa Shmitz Old Hat

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    If you want to give engineers a happy place, I might suggest making some sort of roof/canopy over two of the cap points, and possibly some of the hallways. That way engineers have some options on where to set up a station, and soldiers/demomen have to be a little bit more selective about where to jump. And it'll give defenders a place to take shelter in case the other team makes 10 demomen and starts the rain of grenades. =P
     
  3. Snipergen

    Snipergen L13: Stunning Member

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    I bet i can stickyjump to the other side of the map in 1 jump.
     
  4. DJive

    aa DJive Cake or Death?

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    True, Maybe ill make some blocks on the "roof" area to prevent soldiers/demo from getting a FoV at decent turret spots. NOT to make the turret over powered, but to give it a "in-range) chance to fire back. As it stands soldiers can win agaisnt any turret placement 10 out of 10 times.

    :blush: I tried man, i can go from far CP to the other far CP..... but my legs don't make it, I slide into the other teams spawn door though hah, that count? :laugh::thumbup:
     
  5. Ganon11

    Ganon11 L1: Registered

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    Are you ok with such massive cap times? I found that even 6 was a very long time to cap with a Scout. Most of the cp_ maps I play, though, only one or two people are capping at a time - maybe your maps simplicity will make sure most of the team is on the point capping.

    It also looks very small for a 10v10 game - looks small for a 7v7 game, along the lines of cp_camp_crossover (a terrible map o_O).

    Finally, I assume you included Snipers in the list of advantaged classes because of the relatively open strip in the middle? They're dead if anyone comes from the sides, or anywhere other than the far end. I like the multiple paths, though - it gives Spies a bunch of ways to sneak up on people. If you expand the map at all, you may be able to give Snipers a better place to function. Maybe put some stairs up to one of the walls in a corner or something? Then Snipers have at least limited view over the whole map.
     
  6. DJive

    aa DJive Cake or Death?

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    I havent had a full blown gameplay test *IE more then 6v6* but even 2v2 the cap times for the sides are perfect, with 2v2 the middle seems a little long, on 10v10 or 7v7 im hoping it will even out *can only see though*

    Snipers arent to bad. I was worried at first as well. Each hallway allows at least 1-2 scoped shots, then because its a smaller map, no-scope is possible as well *i was doing it when i was doing 3v3*

    I agree on the stairs/ramp though. Heres what i was thinking:

    [​IMG]

    Red area is raised to allow snipers to be able to see something. Idk, hard to tell without a good gameplay test. How do you guys get a good test going? friends? clan? here?
     
  7. Ganon11

    Ganon11 L1: Registered

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    I'm lucky enough to belong to a clan of about 500, with a full teamspeak server every night, so when an admin is on, I can ask him to upload my map, and I recruit 5 or 6 other guys to go play. With TF2s popularity, we have a full 12v12 game in about 10-15 minutes.
     
  8. vartaxe

    vartaxe L1: Registered

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    interesting map!
     
  9. DJive

    aa DJive Cake or Death?

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    :) Simple and complex at the same time. Because of holidays i really haven't had much time to work on it more. I added ramps and a few props. I want to get this in beta so i can get a play test going on a few servers if possible. I should update with screenshots later ;)
     
  10. Squirrelly

    Squirrelly Guest

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    I can dig the simple & clean concept, gives a different taste to things at times.

    I would be sure that the map rules are explained somehow to the playing players, so they don't get confused or frustrated, but it seems pretty straight forward.

    Also if u haven't already, probably add clips or make some of your walls higher so people aren't lobbing nades over the walls and so people won't be rocket and nade jumping up over the walls all day, thats what i would do! haha

    I like the nice rounded & smooth look though, also looks like it would be a fun spy map!