cp_signal is an old map that i’ve attempted to get into 6v6 play, except the map sucked not only due to layout flaws, but also due to the fact that my skill as a mapper wasn’t the best back then.
cp_signal_v2 is a remake of this old map with a completely new mid and improvements to the entire layout.
download
Mid
mid is enclosed in a building with 3 levels: under, point, and roof. i hope this “wedding cake” like structure makes for some fun and unique gameplay. there also 2 roofs on either side of the point that you can get up to via a rocket/sticky jump or via a prop jump next to it, the prop jump is there so that any class can get on this roof.
Second
the point is located to the side of the area on a raised platform with a wooden balcony and a truck for cover. the entire area next to the point is very open with 3 entrances: the big open route, the shutter and the balcony.
Last
entrances into last: a door facing away from the main gameplay space at an 45° angle, a central shutter, and a highground entrance that’s closest to the point going through a small door. the point itself is between the high and low ground with a fence at the front for cover. the entire last is set inside some underground base in the side of a mountain.
i hope to be able to craft a fun map that most of you will be able to enjoy. any feedback is appreciated!
cp_signal is an old map that i’ve attempted to get into 6v6 play, except the map sucked not only due to layout flaws, but also due to the fact that my skill as a mapper wasn’t the best back then.
cp_signal_v2 is a remake of this old map with a completely new mid and improvements to the entire layout.
[url=https://tf2maps.net/downloads/signal_v2.10997/]download[/url]
[b]Mid[/b]
mid is enclosed in a building with 3 levels: under, point, and roof. i hope this “wedding cake” like structure makes for some fun and unique gameplay. there also 2 roofs on either side of the point that you can get up to via a rocket/sticky jump or via a prop jump next to it, the prop jump is there so that any class can get on this roof.
[b]Second[/b]
the point is located to the side of the area on a raised platform with a wooden balcony and a truck for cover. the entire area next to the point is very open with 3 entrances: the big open route, the shutter and the balcony.
[b]Last[/b]
entrances into last: a door facing away from the main gameplay space at an 45° angle, a central shutter, and a highground entrance that’s closest to the point going through a small door. the point itself is between the high and low ground with a fence at the front for cover. the entire last is set inside some underground base in the side of a mountain.
i hope to be able to craft a fun map that most of you will be able to enjoy. any feedback is appreciated!
Looks really neat, almost like a better/ more vertically interesting version of foundry?
I haven't looked too closely at it, but the biggest thing I noticed is just how dark the whole map is; it seems like an aesthetic choice (because the map looks super cool) rather than a gameplay one. The inside is particularly bad.
Looks really neat, almost like a better/ more vertically interesting version of foundry?
I haven't looked too closely at it, but the biggest thing I noticed is just how dark the whole map is; it seems like an aesthetic choice (because the map looks super cool) rather than a gameplay one. The inside is particularly bad.
KevinIsPwnLooks really neat, almost like a better/ more vertically interesting version of foundry?
I haven't looked too closely at it, but the biggest thing I noticed is just how dark the whole map is; it seems like an aesthetic choice (because the map looks super cool) rather than a gameplay one. The inside is particularly bad.
did you just look at the screenshots on the download page or did you actually download the map? because yeah it is really dark in those screenshots, but that was a1, the newest version is a3 which increased the brightness of all lights on the map by like 300. if its still too dark in some areas im obv gonna change that. ty for your thoughts on it though!
[quote=KevinIsPwn]Looks really neat, almost like a better/ more vertically interesting version of foundry?
I haven't looked too closely at it, but the biggest thing I noticed is just how dark the whole map is; it seems like an aesthetic choice (because the map looks super cool) rather than a gameplay one. The inside is particularly bad.[/quote]
did you just look at the screenshots on the download page or did you actually download the map? because yeah it is really dark in those screenshots, but that was a1, the newest version is a3 which increased the brightness of all lights on the map by like 300. if its still too dark in some areas im obv gonna change that. ty for your thoughts on it though!
this is a full ramble as I run around the map without prior knowledge. Just looking at flanks and angles. I say some wrong/dumb suggestions though I correct myself for the majority of things I realised are wrong
https://www.youtube.com/watch?v=PVqxrwQ_MiA
Just so you can understand most of my feedback. my general philosophy for map design is:
- defenders should have some high ground
- flanks should favor attackers (if defenders are not playing correctly at least)
- nothing should favor snipers. They have to put in the work
- scouts shouldn't have access to all high ground with just a winger
- soldiers should have the option to high bomb from both sides on mid and second
main things I remember:
Last
- last point right side (attacker POV) feels claustrophobic for pushing in. Widen the platform for the defenders there, moving the pillar with it to widen the thin right flank. This gives defenders a wider high ground to compensate for a smoother push by attackers. Could also give defenders a tiny hp there. Also smoothen the wall between pillar and lobby by removing the 2 small protruding walls and remove the low ceilings on that side
- main shutter has a strong sniper angle (attacker POV). Moving the pillar as mentioned above might solve part of the issue. You could also move the last point fence closer to the left which would split the sightline to the left shutter (basically attaching part of the fence to the left side high ground (attacker POV). Could split the fence in 2 fences to keep it open to walk to point from left side low ground if this blocks it (didn't check)
- (defender POV) strong sniper angle at spawn to top right lobby. Basically a free shot + class swap each time. Unsure how to solve atm but if you're already considering moving things around on last maybe you'll find a good solution there
Lobby
- Looks fine. Could maybe use a tiny pack at medium ammo and tiny ammo at medium pack
Second
- Flanks should be harder to see from point/truck. A single player at truck can see all entrances very easily. In practise this matters less because your flank calls/watches too, but 1 combo scout shouldn't be able to see every possible soldier bomb
- Extend shutter/dropdown building at right flank (defender POV) to where it has to be peaked wider than the truck to watch it. Maybe move low ground medium hp out of sight of the defenders
- slope/window/door flank is quite claustrophobic. Should be wider all around (harder to defend, easier to push into)
Mid
- Left side push seems way stronger than right push because of high ground access and sightline
- I'd make it so scouts can't take the left high ground (attacker POV). The boxes are fine though the tower attached to it should be higher than a winger jump imo. This is just a personal opinion, but I believe not all high ground should be accessible to scouts easily. Can still boston basher up it during mid stalemate
- Basement pillar should be smaller than the pillar at the mid point above. Would make it more viable to push under as flank class
- The 2 above are mostly aimed at weakening the stronger left push. Didn't really look at how you could make right push stronger though it'd prob involve making the slope/doorway into right side mid wider and maybe a slope to walk up on the high ground from main
this is a full ramble as I run around the map without prior knowledge. Just looking at flanks and angles. I say some wrong/dumb suggestions though I correct myself for the majority of things I realised are wrong
https://www.youtube.com/watch?v=PVqxrwQ_MiA
Just so you can understand most of my feedback. my general philosophy for map design is:
[list]
[*] defenders should have some high ground
[*] flanks should favor attackers (if defenders are not playing correctly at least)
[*] nothing should favor snipers. They have to put in the work
[*] scouts shouldn't have access to all high ground with just a winger
[*] soldiers should have the option to high bomb from both sides on mid and second
[/list]
[u]main things I remember:[/u]
[b]Last[/b]
[list]
[*] last point right side (attacker POV) feels claustrophobic for pushing in. Widen the platform for the defenders there, moving the pillar with it to widen the thin right flank. This gives defenders a wider high ground to compensate for a smoother push by attackers. Could also give defenders a tiny hp there. Also smoothen the wall between pillar and lobby by removing the 2 small protruding walls and remove the low ceilings on that side
[*] main shutter has a strong sniper angle (attacker POV). Moving the pillar as mentioned above might solve part of the issue. You could also move the last point fence closer to the left which would split the sightline to the left shutter (basically attaching part of the fence to the left side high ground (attacker POV). Could split the fence in 2 fences to keep it open to walk to point from left side low ground if this blocks it (didn't check)
[*] (defender POV) strong sniper angle at spawn to top right lobby. Basically a free shot + class swap each time. Unsure how to solve atm but if you're already considering moving things around on last maybe you'll find a good solution there
[/list]
[b]Lobby[/b]
[list]
[*] Looks fine. Could maybe use a tiny pack at medium ammo and tiny ammo at medium pack
[/list]
[b]Second[/b]
[list]
[*] Flanks should be harder to see from point/truck. A single player at truck can see all entrances very easily. In practise this matters less because your flank calls/watches too, but 1 combo scout shouldn't be able to see every possible soldier bomb
[*] Extend shutter/dropdown building at right flank (defender POV) to where it has to be peaked wider than the truck to watch it. Maybe move low ground medium hp out of sight of the defenders
[*] slope/window/door flank is quite claustrophobic. Should be wider all around (harder to defend, easier to push into)
[/list]
[b]Mid[/b]
[list]
[*] Left side push seems way stronger than right push because of high ground access and sightline
[*] I'd make it so scouts can't take the left high ground (attacker POV). The boxes are fine though the tower attached to it should be higher than a winger jump imo. This is just a personal opinion, but I believe not all high ground should be accessible to scouts easily. Can still boston basher up it during mid stalemate
[*] Basement pillar should be smaller than the pillar at the mid point above. Would make it more viable to push under as flank class
[*] The 2 above are mostly aimed at weakening the stronger left push. Didn't really look at how you could make right push stronger though it'd prob involve making the slope/doorway into right side mid wider and maybe a slope to walk up on the high ground from main
Zyclon_did you just look at the screenshots on the download page or did you actually download the map?
that's my opinion after jumping around on it
i play on mastercoms low if you wanna see it like i do. idk might be an issue from that, but that's a lot of players it'd effect
[quote=Zyclon_]did you just look at the screenshots on the download page or did you actually download the map?[/quote]
that's my opinion after jumping around on it
i play on mastercoms low if you wanna see it like i do. idk might be an issue from that, but that's a lot of players it'd effect