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cp_dross (5CP)
1
#1
0 Frags +

5CP map with questionable point designs. Somewhat inspired by a number of 5CP maps (blands, glassworks, metalworks, reckoner, probably some others), though I tried not to pull too heavily from any one in particular. Mid is split into three lanes, 2nd has a big side area, and last has a little raised walkway that I might add to the capture zone if it's not too hard to defend already.

Download (a1a)
TF2Maps.net thread
Screenshots (from a1): Last | Mid | Approaching 2nd | 2nd and side area | Overview

5CP map with questionable point designs. Somewhat inspired by a number of 5CP maps (blands, glassworks, metalworks, reckoner, probably some others), though I tried not to pull too heavily from any one in particular. Mid is split into three lanes, 2nd has a big side area, and last has a little raised walkway that I might add to the capture zone if it's not too hard to defend already.

[url=http://tf2maps.net/resources/dross.998/download?version=1470]Download (a1a)[/url]
[url=http://tf2maps.net/threads/dross.26413/]TF2Maps.net thread[/url]
Screenshots (from a1): [url=http://tf2maps.net/attachments/cp_dross_a10003-jpg.7665/]Last[/url] | [url=http://tf2maps.net/attachments/cp_dross_a10001-jpg.7666/]Mid[/url] | [url=http://tf2maps.net/attachments/cp_dross_a10004-jpg.7667/]Approaching 2nd[/url] | [url=http://tf2maps.net/attachments/cp_dross_a10002-jpg.7668/]2nd and side area[/url] | [url=http://tf2maps.net/attachments/cp_dross_a10000-jpg.7669/]Overview[/url]
2
#2
1 Frags +

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3
#3
4 Frags +

theres so many walls at mid

theres so many walls at mid
4
#4
17 Frags +

mid has most potential, I think it could be made into a decent koth map with some work but I'm not sure.
here is some stuff in no particular order at all

http://imgur.com/kuKrF4Y.jpg

this corner is awkward
and the ramp is too steep (recurring theme)

http://imgur.com/lAEOi4X.jpg

http://imgur.com/30gZYbC.jpg

ramps are too steep

http://imgur.com/efE1KlI.jpg

area adds no push potential or really any dynamic at all to the game, just a useless area to DM in because

http://imgur.com/mHO5UnP.jpg

There is entrance in almost the same spot that is more accessible and equally bleh from a positioning perspective

http://imgur.com/STMyRt7.jpg

http://imgur.com/mDZMgiL.jpg

http://imgur.com/ITLvTzG.jpg

this area is useless, just make a more direct entrance into the next area

http://imgur.com/Zfo97Fe.jpg

this is awkward, the spawn entrance should probably be reworked so that the wall isn't necessary

http://imgur.com/uomw7Cr.jpg

this area has way too much height variation to make it likeable as a combo or a scout, it's too clunky of an area and really needs a rework

http://imgur.com/PyJ23w7.jpg

areas that you expect the combo to go through should be big enough to allow that

http://imgur.com/LeE5jQt.jpg

this entrance into last should be more direct so you don't get spammed into oblivion when you walk in (because that will happen)

http://imgur.com/vghzggy.jpg

either make this a sheet metal or really tall so it's not such a strong wall to stand on as scout or soldier

http://imgur.com/iClOQzJ.jpg

I really don't like this lobby entrance, you could rework the entire area in front of me so that's it's more interesting for the flank (maybe add an under area to one of the other last entrances rather than into this useless one...)

http://imgur.com/SAppVdW.jpg

...like this one because this is an awful way to have an entrance to last because you'll just get mulched if a soldier walks through shutter while you're down there

http://imgur.com/8WjvIUx.jpg

this pillar serves no purpose

http://imgur.com/oueojUK.jpg

I can't think of a reason for this area to be open because it makes the upper area an even worse area to consider pushing as you can get mulched by a soldier sitting here (not sure why he would be but he can)

http://imgur.com/J7sNrrW.jpg

can add a wall here to seperate this areas more because they were literally just connected toghether a room before it on point

http://imgur.com/OEY3kdo.jpg

http://imgur.com/fMbI00v.jpg

these sniper sight lines influenced your last design way too much, the lower one isn't really even that good, those barrels definitely shouldn't be there because it ruins the overall design of the last in terms of height design

http://imgur.com/jDqkg4r.jpg

small pillar to the right exists only to prevent sniper sight lines, there are better way to manage this than adding something soldier can stand on

http://imgur.com/eTYbsaV.jpg

I almost didn't realize this was a door that would open, it's in an area that it should be better as I would predict more than one player to be holding here since it's such a good position.

that's all my pictures I got from walking around the map
but you shouldn't let sniper determine map design
every area/entrance should have a purpose in 6v6
lots of areas are just bad for 6v6 game flow
I do think mid has the most potential, with some work I do think it could be made into a koth map

mid has most potential, I think it could be made into a decent koth map with some work but I'm not sure.
here is some stuff in no particular order at all
[img]http://imgur.com/kuKrF4Y.jpg[/img]
this corner is awkward
and the ramp is too steep (recurring theme)
[img]http://imgur.com/lAEOi4X.jpg[/img]
[img]http://imgur.com/30gZYbC.jpg[/img]
ramps are too steep
[img]http://imgur.com/efE1KlI.jpg[/img]
area adds no push potential or really any dynamic at all to the game, just a useless area to DM in because
[img]http://imgur.com/mHO5UnP.jpg[/img]
There is entrance in almost the same spot that is more accessible and equally bleh from a positioning perspective
[img]http://imgur.com/STMyRt7.jpg[/img]
[img]http://imgur.com/mDZMgiL.jpg[/img]
[img]http://imgur.com/ITLvTzG.jpg[/img]
this area is useless, just make a more direct entrance into the next area
[img]http://imgur.com/Zfo97Fe.jpg[/img]
this is awkward, the spawn entrance should probably be reworked so that the wall isn't necessary
[img]http://imgur.com/uomw7Cr.jpg[/img]
this area has way too much height variation to make it likeable as a combo or a scout, it's too clunky of an area and really needs a rework
[img]http://imgur.com/PyJ23w7.jpg[/img]
areas that you expect the combo to go through should be big enough to allow that
[img]http://imgur.com/LeE5jQt.jpg[/img]
this entrance into last should be more direct so you don't get spammed into oblivion when you walk in (because that will happen)
[img]http://imgur.com/vghzggy.jpg[/img]
either make this a sheet metal or really tall so it's not such a strong wall to stand on as scout or soldier
[img]http://imgur.com/iClOQzJ.jpg[/img]
I really don't like this lobby entrance, you could rework the entire area in front of me so that's it's more interesting for the flank (maybe add an under area to one of the other last entrances rather than into this useless one...)
[img]http://imgur.com/SAppVdW.jpg[/img]
...like this one because this is an awful way to have an entrance to last because you'll just get mulched if a soldier walks through shutter while you're down there
[img]http://imgur.com/8WjvIUx.jpg[/img]
this pillar serves no purpose
[img]http://imgur.com/oueojUK.jpg[/img]
I can't think of a reason for this area to be open because it makes the upper area an even worse area to consider pushing as you can get mulched by a soldier sitting here (not sure why he would be but he can)
[img]http://imgur.com/J7sNrrW.jpg[/img]
can add a wall here to seperate this areas more because they were literally just connected toghether a room before it on point
[img]http://imgur.com/OEY3kdo.jpg[/img]
[img]http://imgur.com/fMbI00v.jpg[/img]
these sniper sight lines influenced your last design way too much, the lower one isn't really even that good, those barrels definitely shouldn't be there because it ruins the overall design of the last in terms of height design
[img]http://imgur.com/jDqkg4r.jpg[/img]
small pillar to the right exists only to prevent sniper sight lines, there are better way to manage this than adding something soldier can stand on
[img]http://imgur.com/eTYbsaV.jpg[/img]
I almost didn't realize this was a door that would open, it's in an area that it should be better as I would predict more than one player to be holding here since it's such a good position.

that's all my pictures I got from walking around the map
but you shouldn't let sniper determine map design
every area/entrance should have a purpose in 6v6
lots of areas are just bad for 6v6 game flow
I do think mid has the most potential, with some work I do think it could be made into a koth map
5
#5
7 Frags +
botmode-snip-

Thanks, this is super helpful! I plan on making some large changes for a2, and this gives me a good idea of what's working and what isn't.

I'll be releasing a1a later today because I forgot to add func_respawnroom/visualizers. Version a1a is out. a2 probably won't happen for a few weeks because of finals.

EDIT: For the curious: B4nny ran around on the map and rambled about it for a bit. (Thanks to Phi for showing me this!)

[quote=botmode]-snip-[/quote]

Thanks, this is super helpful! I plan on making some large changes for a2, and this gives me a good idea of what's working and what isn't.

[s]I'll be releasing a1a later today because I forgot to add func_respawnroom/visualizers.[/s] Version a1a is out. a2 probably won't happen for a few weeks because of finals.

EDIT: For the curious: [url=http://www.twitch.tv/b4nny/v/27855130?t=62m17s]B4nny ran around on the map and rambled about it for a bit[/url]. (Thanks to Phi for showing me this!)
6
#6
-4 Frags +

Idolon -
I just wanted to let you know that Power Pugs will be playing this map on 'New Map Saturday's' this coming weekend 1/2/2016. The map will be played a couple of times throughout the day within our current rotation and we will be taking time after the map is played for players to come give input regarding the map.

WPJ
Power Pugs

Idolon -
I just wanted to let you know that Power Pugs will be playing this map on 'New Map Saturday's' this coming weekend 1/2/2016. The map will be played a couple of times throughout the day within our current rotation and we will be taking time after the map is played for players to come give input regarding the map.

WPJ
Power Pugs
7
#7
0 Frags +

Dross:
mid
- get rid of the train
second
- second is too big aka lots of empty spaces/rooms
- make second open so no strong holds can happen on the second point
last
- get rid of the four barrels on top of the stack
- need access to shoot at the point if someone is backcapping
- shrink the last point area
- make it so people cant stand in door on right side next to resupply and spam last point
misc
- rollout is very long, shorten time to mid
-less small rooms/hallways
-too many flanking routes
- get rid of invisible walls

http://wikisend.com/download/739684/match-20160102-1140-cp_dross_a1a.dem

Dross:
mid
- get rid of the train
second
- second is too big aka lots of empty spaces/rooms
- make second open so no strong holds can happen on the second point
last
- get rid of the four barrels on top of the stack
- need access to shoot at the point if someone is backcapping
- shrink the last point area
- make it so people cant stand in door on right side next to resupply and spam last point
misc
- rollout is very long, shorten time to mid
-less small rooms/hallways
-too many flanking routes
- get rid of invisible walls

http://wikisend.com/download/739684/match-20160102-1140-cp_dross_a1a.dem
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