[WIP] cp_step (wave based map)

Discussion in 'WIP (Work in Progress)' started by UKCS-Alias, Nov 11, 2008.

  1. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    Dont mind the low quality screens, i made them with 100% quality and no fog but i kept the ingame graphics low. (i however did a normal vrad compile). From the overview the red team starts on the right and blue on the left (blue side isnt fully done yet but its close).

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    The waves mean that the map changes slightly in the advantage of blue every 1:30 minutes. C couses a instant win like in steel, A and B make this easier to perform. Unlike steel all are unlocked from the start but the cps are placed closer to each other which should compensate that downside in defence (if this isnt the couse C will be locked and become unlocked by capping either A or B). C is currently a bit goldrush like but ill will try to change this as much as possible. And i already got an idea to make the balcony more of an advantage to blue instead of red.

    A is inside a mining area and focusses on a bit of vertical playing. In the start you can only reach it from below making it easy for red to defend. however, this doesnt make it impossible for blue as they can still attack the higher floors using demoman and soldier to simply jump up or just spam them with rockets and grenades. A wave will add another entrance making it quite easy (this one happens early - it just gives red a bit more time against steamrolling teams).

    B is placed inside a concrete building which is a bit harder to reach for blue due to only having 1 good entrance and the alternatives go through C. However, as reward they get a spawn place much closer to C making it possible to put alot of presure on it. The moved up spawn however is only a slight bit closer to A so its not that it makes the moved up spawn overpowered, its however worth it.

    I made both A and B harder to take over as all 3 cps are enabled, if this still makes it too easy too cap the first thing ill do is locking C in the start.

    Btw, the map has a name now: cp_step
     
    Last edited: Jan 9, 2009
  2. Icarus

    aa Icarus

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    You capture points by shoving the cart into various caches?

    AWESOME

    btw, having 3 points to defend at once makes the defenders really spread out thin, even if you put the points together.

    My map, cp_observatory, originally had all 3 points enabled right off the bat, but it didn't play too well, despite the points being 5 seconds away from each other and the only way to reach C was through A or B.

    It might still work for your map, but consider having them capture A OR B to get to C.
     
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    Last edited: Nov 11, 2008
  3. S3BB0_L1C1OUS

    S3BB0_L1C1OUS L3: Member

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  4. Open Blade

    Open Blade L7: Fancy Member

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    Looking good so far :)
     
  5. Randdalf

    aa Randdalf

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    I was going to say it looked nice, but you've blatently ripped some small parts of it out of gold rush (i.e. the balcony), if they are not ripped, I apologise, but even still, that's "inspiration" to the extent of copying. The original bits look fine, good work on them.
     
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    Last edited: Nov 11, 2008
  6. Ravidge

    aa Ravidge Grand Vizier

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    Goldru..

    What he said.
     
  7. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    Everything in this map is made by hand. Yes, i did look at goldrush for it, but note that only the look at the final point is similar. The reason it ended up that way is as i used the goldrush explosion and was forced to make some parts similar to prevent floating rubble (i cant make such explosions myself). I have made sure that the gameplay wouldnt be similar to it at all as i dont want a simple goldrush clone. There were some parts however that i prefered to have similar in look (look at the stairs at the canyon).

    Another thing... the cart at C is there from the start. Its there to provide the attackers some health and ammo as support as i made the capture time pretty long. And the balcony will only be reachable early in the round and will be locked later on. further you are only able to reach it from the door next to the capture area. Another thing that i noticed to be quite similar is the right building on the 2nd screen. It seemed that goldrush had allmost the same layout there.

    But if people realy think that the balcony shouldnt be used as its too much similar to goldrush then i will edit it if someone can edit/make such explosion effects like in goldrush. In my map i already had some downsides in getting it look good as some rubble either did float or went below the surface (which isnt as bad as floating rubble). But as the balcony has alot of rubble on it i was forced to have it. (i did make it based on the rubble locations i spotted in hammer though).

    Btw, unlike to many maps i base my maps on servers that have instant respawn. In those servers the red team defence usualy isnt thin which can compensate it (will find out during playtests - if it seems to be overkill indeed then i will lock C from the start and either unlock it by capping a point or simply by a wave).

    Anyway, thanks for the comments :) it can improve my map alot.
     
  8. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    I have done some work on my map again (including having a break with mapping thanks to L4D). Point A is now done and the route for blue leading to it is in progress (a cave with some gold).

    Here some screens of A and the cave.

    This is from the red side of CP A looking into the cave


    The cave from the blue side


    CP A from the blue lower entrance


    CP A from the blue higher entrance
     
  9. Psy

    aa Psy The Imp Queen

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    I have to say, the concept sounds interesting but I don't think I'll fully understand it until I play the map. :p
     
  10. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    I have updated the first post to contain new screens.

    btw, can a mod change the topic title to: [WIP] cp_step (wave based map)
    I finaly had a name for the map
     
  11. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    As that point keeps coming back i decided to edit the balcony already. The final point on the floor will remain as it is even if its still close to goldrush but the balcony gets edited so its not like goldrush anymore (there will be one however!). Currently i sort of removed 50% of the balcony, instead its now a building with roof (which can still be walked on). The other half of the balcony is still there but ill see what i can do there to still have one but not make it feel like goldrush.

    Still, one important thing to note is that the balcony wont be accessable after a while to prevent sentrys being build on there that easy. In the start you can reach it but after a while the door to it locks. This means that blue will get it much easier on there (especialy scouts as they can double jump to it).

    Ill post screens of it later. If it then still seems to be a bit too much goldrush like then thats bad luck. There is only 1 more change i can add to it but currently that one seems to be a bit overkill so i wont try that.

    Further, the final cap on the floor will mostly remain as it is as that one might look a bit like goldrush on the screens. But thanks to its details it most likely wont play like that at all. And another thing, that canyon with its stairs wont be changed also even though you might think it looks like goldrush - it only looks like that (same sort of textures) but in fact its more like dustbowl then goldrush...