Hello cool people
Let's jump in, headfirst, about what this map is.
cp_convolve is a 5cp push map, it has a smaller size than other 5cp maps which means it has a lot more fast paced action. It also more open than other maps, but still manages to keep some areas for chokes. I hope you guys enjoy this map, it was a wonderful experience making it.
Links:
ETF2L.org Thread
TF2maps.net Thread
BSP download
Bzip2 download
Most recent changes:
Alpha 8
October 31st, 2014
- Fixed sticky spots
- Added door to last
- New route to last
-Added more lights
- Adjusted spawn times
- Adjusted cap time on mid
- Fixed issues with other doors
- Thanks to a very special 6's team for reporting issues and bugs!
Screenshots:
http://i.imgur.com/uSVrGn0.jpg
http://i.imgur.com/JQhqy0Y.jpg
http://i.imgur.com/MGI4Zxl.jpg
http://i.imgur.com/HdkRyOZ.jpg
http://i.imgur.com/f4m2YWZ.jpg
http://i.imgur.com/5tikE20.jpg
Hello cool people
Let's jump in, headfirst, about what this map is.
cp_convolve is a 5cp push map, it has a smaller size than other 5cp maps which means it has a lot more fast paced action. It also more open than other maps, but still manages to keep some areas for chokes. I hope you guys enjoy this map, it was a wonderful experience making it.
Links:
[url=http://etf2l.org/forum/maps/topic-29827/]ETF2L.org Thread[/url]
[url=http://forums.tf2maps.net/showthread.php?t=22830]TF2maps.net Thread[/url]
[url=https://https://www.dropbox.com/s/p6bxvx5zn671ia7/cp_convolve_a8.bsp]BSP download[/url]
[url=https://www.dropbox.com/s/523cniboe4kxyvt/cp_convolve_a8.bsp.bz2]Bzip2 download[/url]
Most recent changes:
Alpha 8
October 31st, 2014
- Fixed sticky spots
- Added door to last
- New route to last
-Added more lights
- Adjusted spawn times
- Adjusted cap time on mid
- Fixed issues with other doors
- Thanks to a very special 6's team for reporting issues and bugs!
Screenshots:
[img]http://i.imgur.com/uSVrGn0.jpg[/img]
[img]http://i.imgur.com/JQhqy0Y.jpg[/img]
[img]http://i.imgur.com/MGI4Zxl.jpg[/img]
[img]http://i.imgur.com/HdkRyOZ.jpg[/img]
[img]http://i.imgur.com/f4m2YWZ.jpg[/img]
[img]http://i.imgur.com/5tikE20.jpg[/img]
Looks like a great map sofar
Looks like a great map sofar
I made an album of pictures showing some of the things I found/thoughts on a few locations: http://imgur.com/a/4qmhN
I made an album of pictures showing some of the things I found/thoughts on a few locations: http://imgur.com/a/4qmhN
Loving the dropdown at second, although I'm not much of a fan of the steel covering behind the point because it's blocking an almost decent rollout. Maybe a possible shift over to the left so it's covering where dropdown is instead of next to it? EDIT: Possibly just making it smaller could work too, seeing as it does provide and alright cover behind the point.
http://i.imgur.com/JFWRZwel.jpg
Great map so far though, I hope you go far with this! :)
Loving the dropdown at second, although I'm not much of a fan of the steel covering behind the point because it's blocking an almost decent rollout. Maybe a possible shift over to the left so it's covering where dropdown is instead of next to it? EDIT: Possibly just making it smaller could work too, seeing as it does provide and alright cover behind the point.
[IMG]http://i.imgur.com/JFWRZwel.jpg[/IMG]
Great map so far though, I hope you go far with this! :)
Everyone's feedback is making the map a better place. I'm not sure about how to deal with the bridge, I could add doors which would close when mid is capped, or I could do nothing and allow for faster rollouts. I'm thinking of a few solutions, and as of right now I'm thinking of adding doors.
Everyone's feedback is making the map a better place. I'm not sure about how to deal with the bridge, I could add doors which would close when mid is capped, or I could do nothing and allow for faster rollouts. I'm thinking of a few solutions, and as of right now I'm thinking of adding doors.
The bridge itself is really nice and I like the little underpass it has going with it, but this door can let a combo steamroll into last and get ready to cap while their scouts cap 2nd(like LKincheloe said):
http://i.imgur.com/JdnnIKsl.jpg
The closing door idea you had doesn't sound too bad, as it could deny that type of play right there. But maybe just taking it out and reworking another path from 2nd could be a decent idea?
The bridge itself is really nice and I like the little underpass it has going with it, but this door can let a combo steamroll into last and get ready to cap while their scouts cap 2nd(like LKincheloe said): [IMG]http://i.imgur.com/JdnnIKsl.jpg[/IMG]
The closing door idea you had doesn't sound too bad, as it could deny that type of play right there. But maybe just taking it out and reworking another path from 2nd could be a decent idea?
I could just close off the doors on the bridge which would completely eliminate the problem, but like I said before, it would ruin a fun and a fast rollout. I was thinking of raising the end of the bridge so combos can't get over it, but that would just mean anyone could get on middle without problem. As of right now I don't have any other solutions, so it looks like adding a door might be it.
I have no idea how to rework the pathway though, I don't think there might be enough space around it to have anything too different. I really don't want to block off any routes cause it is a fun little area to be able to get around.
I could just close off the doors on the bridge which would completely eliminate the problem, but like I said before, it would ruin a fun and a fast rollout. I was thinking of raising the end of the bridge so combos can't get over it, but that would just mean anyone could get on middle without problem. As of right now I don't have any other solutions, so it looks like adding a door might be it.
I have no idea how to rework the pathway though, I don't think there might be enough space around it to have anything too different. I really don't want to block off any routes cause it is a fun little area to be able to get around.
AouiI could just close off the doors on the bridge which would completely eliminate the problem, but like I said before, it would ruin a fun and a fast rollout. I was thinking of raising the end of the bridge so combos can't get over it, but that would just mean anyone could get on middle without problem. As of right now I don't have any other solutions, so it looks like adding a door might be it.
Try it and see how it goes then. You should look into getting this map pugged too. You'll get a lot of feedback from them.
[quote=Aoui]I could just close off the doors on the bridge which would completely eliminate the problem, but like I said before, it would ruin a fun and a fast rollout. I was thinking of raising the end of the bridge so combos can't get over it, but that would just mean anyone could get on middle without problem. As of right now I don't have any other solutions, so it looks like adding a door might be it.[/quote]
Try it and see how it goes then. You should look into getting this map pugged too. You'll get a lot of feedback from them.
Last few ideas I wanted to swing your way until you do something with the map: http://imgur.com/a/tAfu7
Sorry for all of the stuff being thrown your way from me, I just really enjoy how your map looks and I want to see it go somewhere. :)
Last few ideas I wanted to swing your way until you do something with the map: http://imgur.com/a/tAfu7
Sorry for all of the stuff being thrown your way from me, I just really enjoy how your map looks and I want to see it go somewhere. :)
kaiserRegLast few ideas I wanted to swing your way until you do something with the map: http://imgur.com/a/tAfu7
Sorry for all of the stuff being thrown your way from me, I just really enjoy how your map looks and I want to see it go somewhere. :)
I am really liking your idea, I'll do this for the next update. However I'm a little concerned that the chokepoints might become too heavy because one person can easily see all the doors. I'm thinking about adding a dropdown under the bridge to fix that. Any feedback on that?
[quote=kaiserReg]Last few ideas I wanted to swing your way until you do something with the map: http://imgur.com/a/tAfu7
Sorry for all of the stuff being thrown your way from me, I just really enjoy how your map looks and I want to see it go somewhere. :)[/quote]
I am really liking your idea, I'll do this for the next update. However I'm a little concerned that the chokepoints might become too heavy because one person can easily see all the doors. I'm thinking about adding a dropdown under the bridge to fix that. Any feedback on that?
I did a lot based on feedback. I hope you guys like the changes.
Alpha 7
July 10th, 2014
- moved middle forward spawns
- added a door which closes off the bridge when mid is captured
- added some height around 2nd capture point
- changed area around last
- added more clipping
- changed transition area between 2nd and last (far side)
- moved around some pickups
Sorry to kaiser, your idea for the alternative route didn't work out so well because people could easily get from 2nd to last in about 3 seconds. Instead, I added the door which will probably add some issues.
As for pug testing, I don't know anyone who wants to pug this map. If anybody would like to pug it, please do. The more feedback the better.
I did a lot based on feedback. I hope you guys like the changes.
Alpha 7
July 10th, 2014
- moved middle forward spawns
- added a door which closes off the bridge when mid is captured
- added some height around 2nd capture point
- changed area around last
- added more clipping
- changed transition area between 2nd and last (far side)
- moved around some pickups
Sorry to kaiser, your idea for the alternative route didn't work out so well because people could easily get from 2nd to last in about 3 seconds. Instead, I added the door which will probably add some issues.
As for pug testing, I don't know anyone who wants to pug this map. If anybody would like to pug it, please do. The more feedback the better.
You should try to create a thread on the ETF2L forums, 6s players enjoy trying new maps.
You should try to create a thread on the ETF2L forums, 6s players enjoy trying new maps.
I've made a thread over at ETF2L.net here. However it looks like its getting no attention. I don't mind it as much but you guys can help out if you want by posting a little over there.
I've made a thread over at ETF2L.net [url=http://etf2l.org/forum/maps/topic-29827/]here[/url]. However it looks like its getting no attention. I don't mind it as much but you guys can help out if you want by posting a little over there.
I'm back again, I abandoned this map before because of total lack of motivation. There was some information going around that comp players enjoyed playing the map. I'm glad to see people are taking notice of it. I will totally work on this map again if I had more motivation, things like videos/feedback will help me alot.
In other infomation:
This map won 3rd place in the tf2maps.net annual 72 hour mapping contest, woohoo!
I'm back again, I abandoned this map before because of total lack of motivation. There was some information going around that comp players enjoyed playing the map. I'm glad to see people are taking notice of it. I will totally work on this map again if I had more motivation, things like videos/feedback will help me alot.
In other infomation:
This map won 3rd place in the tf2maps.net annual 72 hour mapping contest, woohoo!
So its been some time. It actually looks like some people from ETF2L really love the map and the potential it has. There has been some doublemixes on the map which were really fun for me to see and experience. A lot of great feedback was given to me via the 6's teams. I'm coming back to work on this map because it feels like this map could be even better, and a type of map everyone can enjoy. Expect an update sometime next week or earlier maybe.
So its been some time. It actually looks like some people from ETF2L really love the map and the potential it has. There has been some doublemixes on the map which were really fun for me to see and experience. A lot of great feedback was given to me via the 6's teams. I'm coming back to work on this map because it feels like this map could be even better, and a type of map everyone can enjoy. Expect an update sometime next week or earlier maybe.
More like you forgot about this and you remembered when I popped in the TF2Maps chat #Kappa
Can't wait though. Always good to have mappers continue making maps for comp.
More like you forgot about this and you remembered when I popped in the TF2Maps chat #Kappa
Can't wait though. Always good to have mappers continue making maps for comp.
I'm very curious as to how the door that closes after mid is capped has fared. Very neat idea, very dynamic too. Did the players testing your map like it?
I'm very curious as to how the door that closes after mid is capped has fared. Very neat idea, very dynamic too. Did the players testing your map like it?
There was a problem with the door opening/closing at the same time, but when I told them what it was supposed to do they understood. They also acknowledged that might be able to push straight into last really quickly when your scouts go cap 2nd and you rush final, but the spawns are fast enough that it doesn't happen anyway.
EDIT:
Also yes, a friend told me that the players really liked the map. The doublemixes's team told me they were playing it everyday with different people, and those other people liked it as well.
There was a problem with the door opening/closing at the same time, but when I told them what it was supposed to do they understood. They also acknowledged that might be able to push straight into last really quickly when your scouts go cap 2nd and you rush final, but the spawns are fast enough that it doesn't happen anyway.
EDIT:
Also yes, a friend told me that the players really liked the map. The doublemixes's team told me they were playing it everyday with different people, and those other people liked it as well.
Just updated, hopefully you guys will have a lot more fun on it. It was very fun making this new version. If there are no more problems with the map, I'll start detailing it.
Just updated, hopefully you guys will have a lot more fun on it. It was very fun making this new version. If there are no more problems with the map, I'll start detailing it.
Great new map. Just played some PUGS on it. Really refreshingly fast paced and a VERY flank-heavy map, if that's your thing, you will enjoy!
Great new map. Just played some PUGS on it. Really refreshingly fast paced and a VERY flank-heavy map, if that's your thing, you will enjoy!
The green grass theme is massively overused. Please consider something different.
The swamp theme hasn't been used in anything that i am aware of.
http://swamp.tf2maps.net/
The green grass theme is massively overused. Please consider something different.
The swamp theme hasn't been used in anything that i am aware of.
http://swamp.tf2maps.net/
ScrewballThe green grass theme is massively overused. Please consider something different.
The swamp theme hasn't been used in anything that i am aware of.
http://swamp.tf2maps.net/
It's using gravelpit styled ground, haven't updated screenshots yet sry
[quote=Screwball]The green grass theme is massively overused. Please consider something different.
The swamp theme hasn't been used in anything that i am aware of.
http://swamp.tf2maps.net/[/quote]
It's using gravelpit styled ground, haven't updated screenshots yet sry
Pugged this map for a bit tonight and it's pretty solid. It's really fight-heavy and fast-paced. Don't think there was ever a stalemate.
Only a couple of issues come to mind really. It takes no time at all to get to mid. There were a few times where mid would drag on because people who died at mid were respawned and back to the point before it was capped. Second point is really close to dropdown, you can just fall out of dropdown and instantly do a ton of damage to everything on point. Forward spawns at mid are super close to the mid point. On last, if you jump as high into the air as you can, you can wallhack and see into the main-lobby area, which is pretty broken.
Pugged this map for a bit tonight and it's pretty solid. It's really fight-heavy and fast-paced. Don't think there was ever a stalemate.
Only a couple of issues come to mind really. It takes no time at all to get to mid. There were a few times where mid would drag on because people who died at mid were respawned and back to the point before it was capped. Second point is really close to dropdown, you can just fall out of dropdown and instantly do a ton of damage to everything on point. Forward spawns at mid are super close to the mid point. On last, if you jump as high into the air as you can, you can wallhack and see into the main-lobby area, which is pretty broken.
Thought it was stupid the first few minutes of playing, but it was actually surprisingly fun by the end. I'd love to play a more serious game on it once a few things get tweaked. My list of recommendations would be:
- Make spawn times longer. An early frag on the demo meant nothing one of the mids because he was back in the fight before I had died. Other times it felt like I hadn't even died because the fight had transitioned very close to forwards by the time I came back up.
- Please raise the skyboxes. It's currently similar to dustbowl. If you rocket jump straight up, you don't hit it. Anything more and you'll bop your head, though.
- The light under catwalk needs to be able to be jumped through.
- The sightline from the crates/barrels at second into mid NEEDS to be covered.
- The catwalk itself could use some work. Not sure what, but it was very broken on roamer to just hop into second for free, do 300 spam damage, and hop out. Perhaps making it thinner would make it more easily spammable for the defending team.
- Dropdown at second was very fun. It's not like a traditional long-passageway that leads to a dropdown, and I like that a lot. I would, however recommend making it possible to see the player a second before they drop down, because currently they can pop out and deal 600 damage to the point for free.
- Lobby between second and last is bizarre. It's the only map I've played on (that I can remember) that has two completely separate lobbies. I'd do my best to try and link them somehow.
- The mid is SUPER soldier oriented, almost to the point where the other classes weren't as fun. Giving scout/ medic a direct path to the highground platforms could help fix this. Also, giving scouts a prop to hop around on would be very good. Because the map is so small, it feels like you're playing inside all the time on scout, which is not fun. Some props could alleviate this feeling.
Don't let this list get you down, though. I seriously enjoyed playing on this map. It was something super different from the standard 5CP maps that have been played forever, and I respect that a lot. It may have just been the fact that it was a pug with players of pretty varying skill levels, but it played much better than any of the other "new map pugs" maps I've played on. Good luck, man!
Thought it was stupid the first few minutes of playing, but it was actually surprisingly fun by the end. I'd love to play a more serious game on it once a few things get tweaked. My list of recommendations would be:
[list]
[*] Make spawn times longer. An early frag on the demo meant nothing one of the mids because he was back in the fight before I had died. Other times it felt like I hadn't even died because the fight had transitioned very close to forwards by the time I came back up.
[*] Please raise the skyboxes. It's currently similar to dustbowl. If you rocket jump straight up, you don't hit it. Anything more and you'll bop your head, though.
[*] The light under catwalk needs to be able to be jumped through.
[*] The sightline from the crates/barrels at second into mid NEEDS to be covered.
[*] The catwalk itself could use some work. Not sure what, but it was very broken on roamer to just hop into second for free, do 300 spam damage, and hop out. Perhaps making it thinner would make it more easily spammable for the defending team.
[*] Dropdown at second was very fun. It's not like a traditional long-passageway that leads to a dropdown, and I like that a lot. I would, however recommend making it possible to see the player a second before they drop down, because currently they can pop out and deal 600 damage to the point for free.
[*] Lobby between second and last is bizarre. It's the only map I've played on (that I can remember) that has two completely separate lobbies. I'd do my best to try and link them somehow.
[*] The mid is SUPER soldier oriented, almost to the point where the other classes weren't as fun. Giving scout/ medic a direct path to the highground platforms could help fix this. Also, giving scouts a prop to hop around on would be very good. Because the map is so small, it feels like you're playing inside all the time on scout, which is not fun. Some props could alleviate this feeling.
[/list]
Don't let this list get you down, though. I seriously enjoyed playing on this map. It was something super different from the standard 5CP maps that have been played forever, and I respect that a lot. It may have just been the fact that it was a pug with players of pretty varying skill levels, but it played much better than any of the other "new map pugs" maps I've played on. Good luck, man!
As you know, leaving feedback always helps. We're making a good map even better. I'm already changing the transition room with the dropdown, It seems like defenders would always hold it by spamming it. I'm already changing things with dropdown as well, that is pushing it back. Also I'll try to make 2nd bigger and with some more cover. I'm also changing up last a little too.
As you know, leaving feedback always helps. We're making a good map even better. I'm already changing the transition room with the dropdown, It seems like defenders would always hold it by spamming it. I'm already changing things with dropdown as well, that is pushing it back. Also I'll try to make 2nd bigger and with some more cover. I'm also changing up last a little too.