Subbase is a 5cp map inspired by gullywash/process/granary using some familiar assets. I am not a map maker and this project was born out of boredom so do excuse imperfections. Please use this thread as a means to note feedback.
The theme is a submarine maintenance/ docking facility inspired by mw2 subbase
current version: cp_subbase_b3
download
images
Subbase is a 5cp map inspired by gullywash/process/granary using some familiar assets. I am not a map maker and this project was born out of boredom so do excuse imperfections. Please use this thread as a means to note feedback.
The theme is a submarine maintenance/ docking facility inspired by mw2 subbase
current version: cp_subbase_b3
[url=https://fastdl.serveme.tf/maps/cp_subbase_b3.bsp]download[/url]
[url=https://imgur.com/a/5FRu2dZ]images[/url]
Could try getting it played in Testco.
Could try getting it played in Testco.
You can also try hitting up row to add it to Map test pugs
https://discord.gg/btD8EqE
You can also try hitting up row to add it to Map test pugs
https://discord.gg/btD8EqE
ireYou can also try hitting up row to add it to Map test pugs
https://discord.gg/btD8EqE
I admin this server, if youre down I can get pugs in AU and EU going
[quote=ire]You can also try hitting up row to add it to Map test pugs
https://discord.gg/btD8EqE[/quote]
I admin this server, if youre down I can get pugs in AU and EU going
is that ... granary middle?
is that ... granary middle?
I love the mid, I really enjoy the flank route that goes from last to second to mid. I think that will be abused heavily to get behind.
Mid feels like two of the best maps in the game.
2nd feels weird since you can't just walk up to the CP like on process, but rather you have to do some hops.
being able to build sentry guns in the water in last is questionable as well. It has no point coverage, but can be camouflaged very strongly with a strong sight line that locks down the left/metalworks entrance
would love to playtest it :) great map
I love the mid, I really enjoy the flank route that goes from last to second to mid. I think that will be abused heavily to get behind.
Mid feels like two of the best maps in the game.
2nd feels weird since you can't just walk up to the CP like on process, but rather you have to do some hops.
being able to build sentry guns in the water in last is questionable as well. It has no point coverage, but can be camouflaged very strongly with a strong sight line that locks down the left/metalworks entrance
would love to playtest it :) great map
clean map, ill be looking into it
clean map, ill be looking into it
hey, ive been working on this map recently
download: see latest version
last
-the submarine and water have been moved out of the map
-doors are slightly shorter
-added a fish
2nd
-pushed the point back slightly and reworked forward spawn/ near the point
-2nd to mid is changed, 'sewer' type flank has been removed with a smaller room that leads onto a crate being added
mid
-crates realligned
-barracks are smaller
-mid should feel more open
-snow
https://imgur.com/a/zcJqFWU
cp_subbase_a17c
hey, ive been working on this map recently
download: see latest version
last
-the submarine and water have been moved out of the map
-doors are slightly shorter
-added a fish
2nd
-pushed the point back slightly and reworked forward spawn/ near the point
-2nd to mid is changed, 'sewer' type flank has been removed with a smaller room that leads onto a crate being added
mid
-crates realligned
-barracks are smaller
-mid should feel more open
-snow
https://imgur.com/a/zcJqFWU
cp_subbase_a17c
cp_subbase_a17d
download: see latest version
changed mid a bit lads
cp_subbase_a17d
download: see latest version
changed mid a bit lads
disclaimer: i'm open
The last seems absolutely brutal to push into. With a soldier on the high ground covering the far doors a la metalworks and a demoman with a beam up his ass covering the middle right door + gun + sniper I don't see any way to get a quality sack into last. I would be curious to know what made you decide to make the door shorter on last because the way it is now last looks harder to break than process or metalworks.
My second concern is the positioning of the health packs on mid. Generally there are not health packs that close to the point on sixes maps save for perhaps process--but the way process mid generally plays out it's very risky to go for those packs without catching brutal amounts of spam if they're paying attention. On subbase mid the packs are in locations of relative cover and simultaneously extremely close to the point. I think this would lead to very boring mids where they would be decided by health kit respawn timings.
These were the most glaring issues to me but I would be curious what a better player with more experience would make of it.
disclaimer: i'm open
The last seems absolutely brutal to push into. With a soldier on the high ground covering the far doors a la metalworks and a demoman with a beam up his ass covering the middle right door + gun + sniper I don't see any way to get a quality sack into last. I would be curious to know what made you decide to make the door shorter on last because the way it is now last looks harder to break than process or metalworks.
My second concern is the positioning of the health packs on mid. Generally there are not health packs that close to the point on sixes maps save for perhaps process--but the way process mid generally plays out it's very risky to go for those packs without catching brutal amounts of spam if they're paying attention. On subbase mid the packs are in locations of relative cover and simultaneously extremely close to the point. I think this would lead to very boring mids where they would be decided by health kit respawn timings.
These were the most glaring issues to me but I would be curious what a better player with more experience would make of it.
DavyC
Pretty fair assesment if you ask me! (maybe aside from the packs being a problem on mid but w/e)
[quote=DavyC][/quote]
Pretty fair assesment if you ask me! (maybe aside from the packs being a problem on mid but w/e)
Looks pretty interesting, maybe could be improved in some areas on last and last lobby but it definitely has potential. You should try and get it playtested if you haven't and in case that you need players, me and maybe more people on the thread could help with that.
Looks pretty interesting, maybe could be improved in some areas on last and last lobby but it definitely has potential. You should try and get it playtested if you haven't and in case that you need players, me and maybe more people on the thread could help with that.
cp_subbase_a18
download: see latest version
https://imgur.com/a/TjLj8LG
mid-
rearranged mid, opened up 'crateroom/sewer' area slightly
redone forward spawns
2nd-
added sniper blocking wall
reworked snow so you dont get stuck on pipe
moved health/ammo slightly
made medium healthpack on battlements a small health
last-
removed crate near fish so attackers have highground
cp_subbase_a18
download: see latest version
https://imgur.com/a/TjLj8LG
mid-
rearranged mid, opened up 'crateroom/sewer' area slightly
redone forward spawns
2nd-
added sniper blocking wall
reworked snow so you dont get stuck on pipe
moved health/ammo slightly
made medium healthpack on battlements a small health
last-
removed crate near fish so attackers have highground
cp_subbase_a18a
mid-
changed pack location
2nd-
fixed ramp room sightline
last-
added a secret area near fish with a dropdown (experimental)
download: see latest version
SCREENIES: https://imgur.com/a/OVHQUGA
cp_subbase_a18a
mid-
changed pack location
2nd-
fixed ramp room sightline
last-
added a secret area near fish with a dropdown (experimental)
download: see latest version
SCREENIES: https://imgur.com/a/OVHQUGA
yllen
yo any screenies wtf?
[quote=yllen][/quote]
yo any screenies wtf?
DomoCatFaceyllen
yo any screenies wtf?
yes
[quote=DomoCatFace][quote=yllen][/quote]
yo any screenies wtf?[/quote]
yes
yllencp_subbase_a18a
mid-
changed pack location
2nd-
fixed ramp room sightline
last-
added a secret area near fish with a dropdown (experimental)
https://drive.google.com/file/d/1KZXIuP4tlRVctyIRQTxellO8nX8KiM9n/view
SCREENIES: https://imgur.com/a/OVHQUGA
Ran some pugs on it with friends. Got the vod from twitch, so maybe you can see it and find some usefull feedback for the development of the map.
https://www.twitch.tv/videos/1423023726
So far it's been fun to play in, and im curious to see how it goes when you fix more stuff and go into detailing.
[quote=yllen]cp_subbase_a18a
mid-
changed pack location
2nd-
fixed ramp room sightline
last-
added a secret area near fish with a dropdown (experimental)
https://drive.google.com/file/d/1KZXIuP4tlRVctyIRQTxellO8nX8KiM9n/view
SCREENIES: https://imgur.com/a/OVHQUGA[/quote]
Ran some pugs on it with friends. Got the vod from twitch, so maybe you can see it and find some usefull feedback for the development of the map.
https://www.twitch.tv/videos/1423023726
So far it's been fun to play in, and im curious to see how it goes when you fix more stuff and go into detailing.
DropKnock
ill check it out, thank you
[quote=DropKnock][/quote]
ill check it out, thank you
This is fun. My 2 cents:
try to put some medium HP on the balcony area of 2nd
instead of a drop down on the 'riverside' part of last, what about connecting it to the right hand side of spawn area?
on mid the small hp on the crate is too close to the other healthpacks, i think it should be on the other crate in front of the 'sewers'
'sewers' area is really cramped with no packs and a tiny entrance to 2nd. it makes it punitive to use when you want to push 2nd
'sewers' unreacheable from 2nd for the medics -> one less push option into mid
mid crates in front of 'sewers' are unreacheable for slower classes. Maybe add something like process mid's small rock that's time consuming but gives access
This is fun. My 2 cents:
try to put some medium HP on the balcony area of 2nd
instead of a drop down on the 'riverside' part of last, what about connecting it to the right hand side of spawn area?
on mid the small hp on the crate is too close to the other healthpacks, i think it should be on the other crate in front of the 'sewers'
'sewers' area is really cramped with no packs and a tiny entrance to 2nd. it makes it punitive to use when you want to push 2nd
'sewers' unreacheable from 2nd for the medics -> one less push option into mid
mid crates in front of 'sewers' are unreacheable for slower classes. Maybe add something like process mid's small rock that's time consuming but gives access
Twiggy'sewers' unreacheable from 2nd for the medics -> one less push option into mid
I'm sure you can reach it as a medic if you jump from the barrel that's near it
[quote=Twiggy]
'sewers' unreacheable from 2nd for the medics -> one less push option into mid
[/quote]
I'm sure you can reach it as a medic if you jump from the barrel that's near it
Twiggy
i was thinking the same for the small hp on crates. the 'sewers' area is meant to be small and easy to deny because of how open choke is tbh, and the power of the shutter behind on 'big door' or flank. essentially I dont want 3 main flanks, I want 2 with an optional dropdown type of area that is easily watched. In terms of access to highground on mid, I want to make it harder for scouts to get on highground similar to granary, where you have to choose a different rollout path to get quick highground, I want scouts to be punished from falling off highgrounds essentially.
thanks for feedback bro
[quote=Twiggy] [/quote]
i was thinking the same for the small hp on crates. the 'sewers' area is meant to be small and easy to deny because of how open choke is tbh, and the power of the shutter behind on 'big door' or flank. essentially I dont want 3 main flanks, I want 2 with an optional dropdown type of area that is easily watched. In terms of access to highground on mid, I want to make it harder for scouts to get on highground similar to granary, where you have to choose a different rollout path to get quick highground, I want scouts to be punished from falling off highgrounds essentially.
thanks for feedback bro
DropKnockTwiggy'sewers' unreacheable from 2nd for the medics -> one less push option into mid
I'm sure you can reach it as a medic if you jump from the barrel that's near it
Okay then I stand corrected
yllenessentially I dont want 3 main flanks, I want 2 with an optional dropdown type of area that is easily watched.
Okay, makes sense. Just be careful of defenders' height advantage.
Right now u push 2nd u are blasted by the dudes on top of point
u push mid u are blasted by people on both crate stacks + the big door balcony + the sewers + people on choke in front of you have a HP super near
yllenIn terms of access to highground on mid, I want to make it harder for scouts to get on highground similar to granary, where you have to choose a different rollout path to get quick highground
Good idea, lf to playing it more
[quote=DropKnock][quote=Twiggy]
'sewers' unreacheable from 2nd for the medics -> one less push option into mid
[/quote]
I'm sure you can reach it as a medic if you jump from the barrel that's near it[/quote]
Okay then I stand corrected
[quote=yllen]essentially I dont want 3 main flanks, I want 2 with an optional dropdown type of area that is easily watched.[/quote]
Okay, makes sense. Just be careful of defenders' height advantage.
Right now u push 2nd u are blasted by the dudes on top of point
u push mid u are blasted by people on both crate stacks + the big door balcony + the sewers + people on choke in front of you have a HP super near
[quote=yllen]In terms of access to highground on mid, I want to make it harder for scouts to get on highground similar to granary, where you have to choose a different rollout path to get quick highground[/quote]
Good idea, lf to playing it more
cp_subbase_a20
screenshots: https://imgur.com/a/jUTSQOg
download: see latest version
cp_subbase_a20
screenshots: https://imgur.com/a/jUTSQOg
download: see latest version
cp_subbase_a21a
(a21 has errors)
https://imgur.com/a/jOC67MM
download: see latest version
cp_subbase_a21a
(a21 has errors)
https://imgur.com/a/jOC67MM
download: see latest version
I have no criticism other than that you should totally make the gap in the wall above last just a tiny bit wider so that I can jump onto it as heavy with the GRU, very very important criticism for sure.
I have no criticism other than that you should totally make the gap in the wall above last just a tiny bit wider so that I can jump onto it as heavy with the GRU, very very important criticism for sure.
So first off before I say anything I've played the map once in a rahpug so take this with a grain of salt.
Really enjoyed the general flow of the map, the points/connections are obviously very inspired by existing maps but that doesn't take away from them at all. Honestly I feel like the kinks will work themselves out as you work on the map but here we go anyways. I'm gonna try not to make suggestions on what changes to make, just things I've noticed about general areas I don't think are quite there yet.
I'll start off with the least nit-picky. The last has too much going on and it doesn't do any of it that well. It's like you can't decide if you want a small last where it's all about point play (low cap time and dropdown) or a large last where you can bait the cap and play slower (open cap point and the banana entrance). I feel like it's gonna be really hard to balance if you wanna keep all of the features on the last right now.
The second points cap area is very large and exposed, I don't know what benefit this has other than it's different. The lack of cover makes me think that you want people to spam the point to contest, cause jumping into someone on high ground with nothing to break sightlines is a death sentence. But then the area is huge so spam can be avoided while still playing the point. Just feels like there could be more to play around than there is currently, I don't think it would take a big change to totally flip how I feel about this point but atm it's not quite there.
Bit more nit picky now.
The scale of the map is just a little bit off, very hard to quantify. Things just feel a little too far away sometimes. Similarly, some doors feel too high, less of a gameplay problem more of an aesthetic thing. Can make the characters look like toys.
The flank between mid and last lobby is really nice, my only worry would be that it becomes too easy to get a player into lobby and then roamers have to play staring at a shutter door. I feel like the flank will just be much more interesting if you need to like rotate players into that room to help get someone behind, if it's easy then it's just gonna make 1 defending players life a misery. I don't know if it's too easy now, I just think it's gonna need to be refined as you go but you probably know this
Choke on 2nd is a little wonky, I understand it's technically quite open but it's just a bit off. It's longer than it is wide which makes it feel very awkward, like you're in a tall tunnel.
Most nit-picky thing would be that some of the jumps that are clearly required to manoeuvre the map are a bit uncomfortable. For example the pipes on last that you are meant to jump over to get into lobby can't be done without crouch jumping. Fair enough having jumps you're aware of that are intended to be done with a crouch jump but if it's a major way of getting though the map you should be able to do it with just a normal jump, even on heavy. This goes for the jump on mid too, can't be done without crouch jump on heavy but can be done with. Doesn't feel like you're actively stopping players from jumping onto the crates so may as well make the jump effortless. It will help with dialling in the scale of the map too.
Sorry for the nerd essay, hopefully this can be of some use. GL with the map.
So first off before I say anything I've played the map once in a rahpug so take this with a grain of salt.
Really enjoyed the general flow of the map, the points/connections are obviously very inspired by existing maps but that doesn't take away from them at all. Honestly I feel like the kinks will work themselves out as you work on the map but here we go anyways. I'm gonna try not to make suggestions on what changes to make, just things I've noticed about general areas I don't think are quite there yet.
I'll start off with the least nit-picky. The last has too much going on and it doesn't do any of it that well. It's like you can't decide if you want a small last where it's all about point play (low cap time and dropdown) or a large last where you can bait the cap and play slower (open cap point and the banana entrance). I feel like it's gonna be really hard to balance if you wanna keep all of the features on the last right now.
The second points cap area is very large and exposed, I don't know what benefit this has other than it's different. The lack of cover makes me think that you want people to spam the point to contest, cause jumping into someone on high ground with nothing to break sightlines is a death sentence. But then the area is huge so spam can be avoided while still playing the point. Just feels like there could be more to play around than there is currently, I don't think it would take a big change to totally flip how I feel about this point but atm it's not quite there.
Bit more nit picky now.
The scale of the map is just a little bit off, very hard to quantify. Things just feel a little too far away sometimes. Similarly, some doors feel too high, less of a gameplay problem more of an aesthetic thing. Can make the characters look like toys.
The flank between mid and last lobby is really nice, my only worry would be that it becomes too easy to get a player into lobby and then roamers have to play staring at a shutter door. I feel like the flank will just be much more interesting if you need to like rotate players into that room to help get someone behind, if it's easy then it's just gonna make 1 defending players life a misery. I don't know if it's too easy now, I just think it's gonna need to be refined as you go but you probably know this
Choke on 2nd is a little wonky, I understand it's technically quite open but it's just a bit off. It's longer than it is wide which makes it feel very awkward, like you're in a tall tunnel.
Most nit-picky thing would be that some of the jumps that are clearly required to manoeuvre the map are a bit uncomfortable. For example the pipes on last that you are meant to jump over to get into lobby can't be done without crouch jumping. Fair enough having jumps you're aware of that are intended to be done with a crouch jump but if it's a major way of getting though the map you should be able to do it with just a normal jump, even on heavy. This goes for the jump on mid too, can't be done without crouch jump on heavy but can be done with. Doesn't feel like you're actively stopping players from jumping onto the crates so may as well make the jump effortless. It will help with dialling in the scale of the map too.
Sorry for the nerd essay, hopefully this can be of some use. GL with the map.
I think we will only be able to draw good conclusions from last when its been played in a more serious setting tbh. The dropdown secret area is largely an afterthought really, something thats designed to just be a potential threat and not really the main one, just maybe to help with taking eyes when the attacking team is pressure cooking or something. I see what you mean by being rather different and combining two different styles of last but I dont necessarily see it as bad or needing to immediately change tbh.
As for 2nd, I wanted to make choke hard to push (making it narrow) because of the flank (big door) being comparatively easy to take (think taking heals big door on gully) and to get someone behind to potentially pincer and pressure (much like gully). I do agree there should be more geometry around choke to make fights potentially more interesting and break up play as it is very open rn.
The dimensions are pretty similar to gully for 2nd (shutter to choke is the same) I think the map seems larger than it is because of lack of textures/details etc which will be worked on in the future. With jumps on crates etc, i can fix that quite easily and make it more streamlined
thx
I think we will only be able to draw good conclusions from last when its been played in a more serious setting tbh. The dropdown secret area is largely an afterthought really, something thats designed to just be a potential threat and not really the main one, just maybe to help with taking eyes when the attacking team is pressure cooking or something. I see what you mean by being rather different and combining two different styles of last but I dont necessarily see it as bad or needing to immediately change tbh.
As for 2nd, I wanted to make choke hard to push (making it narrow) because of the flank (big door) being comparatively easy to take (think taking heals big door on gully) and to get someone behind to potentially pincer and pressure (much like gully). I do agree there should be more geometry around choke to make fights potentially more interesting and break up play as it is very open rn.
The dimensions are pretty similar to gully for 2nd (shutter to choke is the same) I think the map seems larger than it is because of lack of textures/details etc which will be worked on in the future. With jumps on crates etc, i can fix that quite easily and make it more streamlined
thx