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cp_badwater - an experiment
1
#1
13 Frags +

So I noticed that people were asking for a A/D version of Badwater on this thread: http://teamfortress.tv/forum/thread/10098

Decided to work on that because, why not? It might end up being good.

So here is Alpha 1: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_badwater_a1.bsp.bz2

(Download 7zip to extract it)

Changes from SDK version:
-CPs placed exactly where the PL points were. This is not necessarily final. Capture areas are a square around the point, except for last, which is everything inside the hazard tape.
-Lower spawns disabled. Originally, they were enabled when 2nd was capped, with 2nd being disabled. At some point this changed in the in-game version so both are enabled. However, I disabled the lower spawn in this version.
-Cap times are 20 -> 10 -> 10 -> 5. I'll probably adjust this at some point.

Figured I'd just try this. Let me know what you think.

So I noticed that people were asking for a A/D version of Badwater on this thread: http://teamfortress.tv/forum/thread/10098

Decided to work on that because, why not? It might end up being good.

So here is Alpha 1: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_badwater_a1.bsp.bz2

(Download 7zip to extract it)

Changes from SDK version:
-CPs placed exactly where the PL points were. This is not necessarily final. Capture areas are a square around the point, except for last, which is everything inside the hazard tape.
-Lower spawns disabled. Originally, they were enabled when 2nd was capped, with 2nd being disabled. At some point this changed in the in-game version so both are enabled. However, I disabled the lower spawn in this version.
-Cap times are 20 -> 10 -> 10 -> 5. I'll probably adjust this at some point.

Figured I'd just try this. Let me know what you think.
2
#2
8 Frags +

VERY sniper friendly map.

VERY sniper friendly map.
3
#3
13 Frags +

I had been thinking about something along these lines. Could be good. I personnally would put the control points on cliff at first, roof on second and balcony at third.

Also might want to add a spire so that everyone will want to play it.

I had been thinking about something along these lines. Could be good. I personnally would put the control points on cliff at first, roof on second and balcony at third.

Also might want to add a spire so that everyone will want to play it.
4
#4
15 Frags +

lol a spire on badwater.. "!add badwater last"

lol a spire on badwater.. "!add badwater last"
5
#5
1 Frags +
MerchantI had been thinking about something along these lines. Could be good. I personnally would put the control points on cliff at first, roof on second and balcony at third.

Also might want to add a spire so that everyone will want to play it.

The points would definitely have to be placed elsewhere. The cliff is a perfect first spot, and maybe change around and move some stuff and use the courtyard as second?(obviously some gate routes would have to be changed)
and yea, balcony for third point.

Overall, cool idea and first run of the map is pretty good.

[quote=Merchant]I had been thinking about something along these lines. Could be good. I personnally would put the control points on cliff at first, roof on second and balcony at third.

Also might want to add a spire so that everyone will want to play it.[/quote]
The points would definitely have to be placed elsewhere. The cliff is a perfect first spot, and maybe change around and move some stuff and use the courtyard as second?(obviously some gate routes would have to be changed)
and yea, balcony for third point.

Overall, cool idea and first run of the map is pretty good.
6
#6
4 Frags +

my life is complete

In all seriousness though, I can't wait to try pugging this map.

my life is complete

In all seriousness though, I can't wait to try pugging this map.
7
#7
2 Frags +

Can you add back in the hiding spot above the door in map room and cheeky shit like that?

Can you add back in the hiding spot above the door in map room and cheeky shit like that?
8
#8
0 Frags +

Don't forget about cp_highlands, that looked really promising

Don't forget about cp_highlands, that looked really promising
9
#9
2 Frags +

Screenshots please?

Screenshots please?
10
#10
8 Frags +

http://puu.sh/4aE48.jpg

http://puu.sh/4aE6z.jpg

http://puu.sh/4aEav.jpg

http://puu.sh/4aEcP.jpg

Fuck yes map room is the old version

[img]http://puu.sh/4aE48.jpg[/img]
[img]http://puu.sh/4aE6z.jpg[/img]
[img]http://puu.sh/4aEav.jpg[/img]
[img]http://puu.sh/4aEcP.jpg[/img]
Fuck yes map room is the old version
11
#11
3 Frags +
hanbroloCan you add back in the hiding spot above the door in map room and cheeky shit like that?

It's probably in there, as I'm using the SDK version, which is an older version of the map. I will look at possibly changing some things after getting the point layout down.

Cloudmaker2Screenshots please?

It's literally pl_badwater with the payload points replaced with normal control points. Don't see the point in taking screenshots of that. well see above

[quote=hanbrolo]Can you add back in the hiding spot above the door in map room and cheeky shit like that?[/quote]
It's probably in there, as I'm using the SDK version, which is an older version of the map. I will look at possibly changing some things after getting the point layout down.[quote=Cloudmaker2]Screenshots please?[/quote]

[s]It's literally pl_badwater with the payload points replaced with normal control points. Don't see the point in taking screenshots of that.[/s] well see above
12
#12
-2 Frags +

It looks pretty fun actually. Looking forward to trying it out.
There may be a problem with balancing out the difficulty of capturing the opposing team's points though, since the map isn't symmetrical. As in, Blu team's last may be a lot easier to push in and capture than Red team's last. That could be determined pretty easily after a few pugs though

It looks pretty fun actually. Looking forward to trying it out.
There may be a problem with balancing out the difficulty of capturing the opposing team's points though, since the map isn't symmetrical. As in, Blu team's last may be a lot easier to push in and capture than Red team's last. That could be determined pretty easily after a few pugs though
13
#13
2 Frags +
RageIt looks pretty fun actually. Looking forward to trying it out.
There may be a problem with balancing out the difficulty of capturing the opposing team's points though, since the map isn't symmetrical. As in, Blu team's last may be a lot easier to push in and capture than Red team's last. That could be determined pretty easily after a few pugs though

It's Attack/Defend, not 5cp. (Like Gravelpit or Dustbowl style).

[quote=Rage]It looks pretty fun actually. Looking forward to trying it out.
There may be a problem with balancing out the difficulty of capturing the opposing team's points though, since the map isn't symmetrical. As in, Blu team's last may be a lot easier to push in and capture than Red team's last. That could be determined pretty easily after a few pugs though[/quote]
It's Attack/Defend, not 5cp. (Like Gravelpit or Dustbowl style).
14
#14
0 Frags +
GrImpartialRageIt looks pretty fun actually. Looking forward to trying it out.
There may be a problem with balancing out the difficulty of capturing the opposing team's points though, since the map isn't symmetrical. As in, Blu team's last may be a lot easier to push in and capture than Red team's last. That could be determined pretty easily after a few pugs though
It's Attack/Defend, not 5cp. (Like Gravelpit or Dustbowl style).

I think people may be getting confused because it says it's a 5CP map in-game. I don't know why it's doing that, but it doesn't affect gameplay.

[quote=GrImpartial][quote=Rage]It looks pretty fun actually. Looking forward to trying it out.
There may be a problem with balancing out the difficulty of capturing the opposing team's points though, since the map isn't symmetrical. As in, Blu team's last may be a lot easier to push in and capture than Red team's last. That could be determined pretty easily after a few pugs though[/quote]
It's Attack/Defend, not 5cp. (Like Gravelpit or Dustbowl style).[/quote]

I think people may be getting confused because it says it's a 5CP map in-game. I don't know why it's doing that, but it doesn't affect gameplay.
15
#15
4 Frags +

I think that moving the points to the places people contend for spatial control (cliff, roof) in HL is gonna be basically necessary for the map to work well

I think that moving the points to the places people contend for spatial control (cliff, roof) in HL is gonna be basically necessary for the map to work well
16
#16
0 Frags +
GrImpartialRageIt looks pretty fun actually. Looking forward to trying it out.
There may be a problem with balancing out the difficulty of capturing the opposing team's points though, since the map isn't symmetrical. As in, Blu team's last may be a lot easier to push in and capture than Red team's last. That could be determined pretty easily after a few pugs though
It's Attack/Defend, not 5cp. (Like Gravelpit or Dustbowl style).

That clears things up then

[quote=GrImpartial][quote=Rage]It looks pretty fun actually. Looking forward to trying it out.
There may be a problem with balancing out the difficulty of capturing the opposing team's points though, since the map isn't symmetrical. As in, Blu team's last may be a lot easier to push in and capture than Red team's last. That could be determined pretty easily after a few pugs though[/quote]
It's Attack/Defend, not 5cp. (Like Gravelpit or Dustbowl style).[/quote]
That clears things up then
17
#17
8 Frags +

At area 1 I would put the first capture forward more, either in the center above where those two stairways are (by the hp and ammo pack and rocks) or further up by the cliff HP (where sentries are put in pubs)

The second capture I would put on the roof where the sentry nest goes.

The 3rd and final captures could remain the same unless play testing determines otherwise, but I think those first 2 changes would make much more sense and interesting gameplay for a CP styled badwater

greatwork

At area 1 I would put the first capture forward more, either in the center above where those two stairways are (by the hp and ammo pack and rocks) or further up by the cliff HP (where sentries are put in pubs)

The second capture I would put on the roof where the sentry nest goes.

The 3rd and final captures could remain the same unless play testing determines otherwise, but I think those first 2 changes would make much more sense and interesting gameplay for a CP styled badwater


greatwork
18
#18
0 Frags +

I just realized that if you could take out the entire third point area somehow that might be a really good thing
that's the most boring part of the map on payload (IMO) and one of the reasons for badwater's one wonky layout issue (ie: the fact that after roof is capped, defense has to run a horseshoe around the entire map to get to where they're actually fighting) as well as shortening the map overall

there's probably better ways to work on that, just the first thing that came to mind.

I just realized that if you could take out the entire third point area somehow that might be a really good thing
that's the most boring part of the map on payload (IMO) and one of the reasons for badwater's one wonky layout issue (ie: the fact that after roof is capped, defense has to run a horseshoe around the entire map to get to where they're actually fighting) as well as shortening the map overall

there's probably better ways to work on that, just the first thing that came to mind.
19
#19
6 Frags +

I decided to point out some possible control points.

Prepare for images:

http://i.imgur.com/48rpA7H.jpg

http://i.imgur.com/q270MlD.jpg

http://i.imgur.com/GIRLZTB.jpg

http://i.imgur.com/TTTNEl6.jpg

http://i.imgur.com/geO6peT.jpg

Also probably should fix this:

http://i.imgur.com/lhPuo5E.jpg

I decided to point out some possible control points.

Prepare for images:

[img]http://i.imgur.com/48rpA7H.jpg[/img]
[img]http://i.imgur.com/q270MlD.jpg[/img]
[img]http://i.imgur.com/GIRLZTB.jpg[/img]
[img]http://i.imgur.com/TTTNEl6.jpg[/img]
[img]http://i.imgur.com/geO6peT.jpg[/img]

Also probably should fix this:

[img]http://i.imgur.com/lhPuo5E.jpg[/img]
20
#20
30 Frags +

pls

http://i.imgur.com/Tf0mDM9.jpg

pls
[img]http://i.imgur.com/Tf0mDM9.jpg[/img]
21
#21
9 Frags +

the problem with ^ is that its so out of the way for both teams to get to, they would end up fighting eachother as they spawned and ran to the CP

I like the idea of having it where the sentry nest goes on the roof, it makes your land of airshots a viable flank to the point, and keeps the rest of the main area in play. Just think of all the teams jumping soldiers and demo's up from the bottom of the roof (where the current PL cap is) that would also be really fun for airshots

the problem with ^ is that its so out of the way for both teams to get to, they would end up fighting eachother as they spawned and ran to the CP

I like the idea of having it where the sentry nest goes on the roof, it makes your land of airshots a viable flank to the point, and keeps the rest of the main area in play. Just think of all the teams jumping soldiers and demo's up from the bottom of the roof (where the current PL cap is) that would also be really fun for airshots
22
#22
0 Frags +
BLoodSirethe problem with ^ is that its so out of the way for both teams to get to, they would end up fighting eachother as they spawned and ran to the CP

I like the idea of having it where the sentry nest goes on the roof, it makes your land of airshots a viable flank to the point, and keeps the rest of the main area in play. Just think of all the teams jumping soldiers and demo's up from the bottom of the roof (where the current PL cap is) that would also be really fun for airshots

Yeah I agree.

[quote=BLoodSire]the problem with ^ is that its so out of the way for both teams to get to, they would end up fighting eachother as they spawned and ran to the CP

I like the idea of having it where the sentry nest goes on the roof, it makes your land of airshots a viable flank to the point, and keeps the rest of the main area in play. Just think of all the teams jumping soldiers and demo's up from the bottom of the roof (where the current PL cap is) that would also be really fun for airshots[/quote]

Yeah I agree.
23
#23
-4 Frags +

15 cp

15 cp
24
#24
-2 Frags +

So we tested it in NMW, and it was way too sniper friendly, so much that I'm gonna throw my computer in a lake of oil and then set that lake on fire, just so no one ever continues it again. rip

I'll still be working on Highlands, though.

So we tested it in NMW, and it was way too sniper friendly, so much that I'm gonna throw my computer in a lake of oil and then set that lake on fire, just so no one ever continues it again. rip

I'll still be working on Highlands, though.
25
#25
20 Frags +
capnfapnpls
http://i.imgur.com/Tf0mDM9.jpg

dont think i dont see that little thing in the bottom left corner you slut

[quote=capnfapn]pls
[img]http://i.imgur.com/Tf0mDM9.jpg[/img][/quote]
dont think i dont see that little thing in the bottom left corner you slut
26
#26
-5 Frags +

i dont think a asymmetrical 5cp map will do well.
also, cp_gravelpit pelase.

i dont think a asymmetrical 5cp map will do well.
also, cp_gravelpit pelase.
27
#27
newbie.tf
0 Frags +
hookyrip

Could you upload the vmf so other people can play around with what you've done?

(by other people i mean me because i'm lazy but want to mess around)

edit: nevermind, I'll just decompile it. i wanted to try and edit the map a bit, make some changes. I'll make post progress, maybe in another thread.

[quote=hooky]rip[/quote]

Could you upload the vmf so other people can play around with what you've done?

(by other people i mean me because i'm lazy but want to mess around)

edit: nevermind, I'll just decompile it. i wanted to try and edit the map a bit, make some changes. I'll make post progress, maybe in another thread.
28
#28
-2 Frags +

It would probably be better to take a well-known feature of part of the map and building a 5CP/KOTH map around that instead of trying to shoehorn it into the current layout. Maybe take last and expand it out the wall in the back with lower RED spawn.

It would probably be better to take a well-known feature of part of the map and building a 5CP/KOTH map around that instead of trying to shoehorn it into the current layout. Maybe take last and expand it out the wall in the back with lower RED spawn.
29
#29
0 Frags +
hookySo we tested it in NMW, and it was way too sniper friendly, so much that I'm gonna throw my computer in a lake of oil and then set that lake on fire, just so no one ever continues it again. rip

I'll still be working on Highlands, though.

Really? It seems that like with a bit of editing it would actually be decent. Maybe I will learn hammer and continue the legacy.

[quote=hooky]So we tested it in NMW, and it was way too sniper friendly, so much that I'm gonna throw my computer in a lake of oil and then set that lake on fire, just so no one ever continues it again. rip

I'll still be working on Highlands, though.[/quote]

Really? It seems that like with a bit of editing it would actually be decent. Maybe I will learn hammer and continue the legacy.
30
#30
newbie.tf
9 Frags +

I've picked up the project. Here's a quick presentation I made of what I'm doing with the map. Don't expect much, but I think this will work a lot better than a1.

http://www.youtube.com/watch?v=zsa73gxdpgg

Thanks to Hooky for starting me out.

I've picked up the project. Here's a quick presentation I made of what I'm doing with the map. Don't expect much, but I think this will work a lot better than a1.

http://www.youtube.com/watch?v=zsa73gxdpgg

Thanks to Hooky for starting me out.
1 2
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