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Gelid 5CP
1
#1
0 Frags +

Hello there, Introducing my Map CP_Gelid. It is inspired by several popular 5CP maps but with my own twist. the map is fairly open, has a lot of verticality/high ground and have a unique mid with it being double layer. feedback would be appreciated, and if players enjoyed it, it would be more appreciated.

currently in beta now, since it was first developed at December 16 of last year

TF2Maps Links: https://tf2maps.net/downloads/gelid.18647/
latest version: B6A (4/17/25)

Images

Hello there, Introducing my Map CP_Gelid. It is inspired by several popular 5CP maps but with my own twist. the map is fairly open, has a lot of verticality/high ground and have a unique mid with it being double layer. feedback would be appreciated, and if players enjoyed it, it would be more appreciated.

currently in beta now, since it was first developed at December 16 of last year

TF2Maps Links: [url=https://tf2maps.net/downloads/gelid.18647/]https://tf2maps.net/downloads/gelid.18647/[/url]
latest version: B6A (4/17/25)

[url=https://imgur.com/a/gelid-screenshots-7lxbnsA]Images[/url]
2
#2
5 Frags +

Hi, I thought I could share some feedback I had with you. Let me start by saying don't take everything I write here at face value, I haven't played competitive at the highest level and there are people that would probably give better feedback than me. I also haven't been able to play the map yet in pug/mix or otherwise so everything I have written is purely speculation on how I believe the map would play out and from my own experience in developing maps for competitive. I really like the aesthetic of the map, I think it looks very unique and could add some fresh visuals to an otherwise very similar looking map pool. It's far easier to critique a map in development than to praise it but I commented on somethings I liked about the map. Don't get discouraged by negative feedback as well, It's guaranteed to happen when developing a map, remember that Rome wasn't built in a day nor was cp_process. The best thing you can do is improve the map until your happy with it and take everything you've learned and apply it to your next project.

These are mostly nitpicky and simple issues
There is some major clipping issues and some minor. There is multiple perch spots. You can stand on top of the satellite in mid, you can stand on top of the building marked goldstream/brown nugget and you can stand above the gate 4 route to last. There is some minor issues, where you can get stuck in doorframes, windows and pillars. There is some texture misalignment issues, I spotted some on last around the upper area for example. There is also quite a lot of hiding spots and deep corners around last and in the lobby area which generally don't make for good flow. You can definitely keep some hiding spots, e.g process has the water refinery thing in lobby but I think there is too many at the moment. There is deep corners around the spawn doors so people could hide in those or get stuck trying to retreat. Some of the overlays appear to be from a previous version which is quite misleading. For examples the routes into last are marked 4, 3 (non functioning door), 2, 1. One of the routes is missing an overlay. There is inconsistencies with the arrows that lead into the lobby area, some routes have both red and blu arrows, some only have red, some only have blu and some are missing arrows. It appears there is a leak on mid where an old entrance used to be.

Last
The right side of last (spawn pov) is quite crampt, I don't think you could really play around in this area without getting snagged on something as a defender. Some of the corners are really deep aswell, if you look at old versions of cp_process compared to newer versions you can see how the creator lessened these deep areas. The left side of last looks quite good but I think the area between the upper area and the barrels/wall is a bit tight. You could probably just make the wall a bit shorter length wise and move the barrels and it would be better. I am a big fan of the point design, I like how you can't see the point from the spawn doors but its fairly easy to jump point from spawn to block the cap. I also like the option to kite behind the point like on sunshine. I also think the flow of the high ground is quite good, I ran around the map on demo, scout and soldier but as a scout I felt I could quite easily jump from obstacle to obstacle. The lobby is a bit weird because of the wall. I understand why it's there but it also makes it really crampt. I think opening the lobby up a bit would be better, perhaps removing some of the walls or pushing some of doorways further back would be beneficial because it looks a bit tricky to clear/spot anything going on in lobby. I think the exits from lobby into second are good, quick to get through and easy to clear.

Second
I don't really like the area by the forward spawn, its essentially low ground surrounded by high ground on all sides and I can't imagine why you would ever want to be there. The pipe is a bit finicky as a route to the point, if you look at other maps the routes to the point are very smooth which helps the flow of the map. I think just adding a clip or raising the displacement would be enough to fix that. I think the scale is a bit off in some parts, the size of the yard area where most of the routes from last and the two valley routes connect is mostly fine but the area on the point and the connecting parts are quite close together and a bit crampt. The roofed area behind the point looks cool but if you ever held from there it would be almost impossible to escape, I would suggest adding a connecting room down to the area where the forward spawn is similar to sultry. I like the oil tanks that you can stand on a lot. I quite like the valley routes to mid, they are probably my favourite part of the map so far, they actually remind me of cp_coldfront. I think the middle valley route to mid could do with a bit more room vertically as you could very easily get spammed out here as the high ground on the mid side is so close and dominant. You can also get stuck on the signs here. I think the alleyway is also good, it looks cool aesthetically and I can imagine it would play quite nicely but its a bit tight horizontally so I would just extend it out a fair bit. Continuing on to the valley that connects to the back end of mid its a similar situation. It just looks too tight to play around and very easily dominated by spam classes. You can hide stickies inside the rocks by the forward spawn which are impossible to clear.

Mid
I see what your trying to do with the high ground, its sort of similar to metalworks mid but I think the whole area is just way too small. I'm trying to theory craft ways to play the mid and there is no way you can play rotational (maybe intentional) because of how small it is and how all the upper entrances are so close together and connected. You would essentially just have to bot forward every mid or get spammed on the low ground. From the middle valley route there is basically no reason to play there because the height difference is fairly big and there is no routes from that lower area to the upper area (you have to walk around to the other side to get up).The high ground around point and the upper entrances to mid being really close together and the fact all the high ground is connected means there isn't really anywhere else to play. To give some examples on sunshine you have tetris, the cafe roofs and bell tower and on process you can go above sewer, above forward spawn or on the crates around point. So I would imagine soldiers would just be forced to bomb while your team walks across or try to sneak around in the far valley area to bomb (ill touch on this area more later).I like the snow mounds to get to the high ground, I think that's cool but I'm not a fan of how you bump your head on the platform above it so I think just increasing the scale of the mid in general and moving the mounds a bit further back would be better. The routes to mid are really committal, its hard to rotate between any of the entrances because they are so far apart. The far valley route isn't really an option for midfights because its so slow to rollout there, I assume its inspired by cp_badlands, but the reason that works is because you can get there quickly through dropdown and house. The upper entrance next to the far valley also looks quite hard to get through, you have a room-tunnel-room system going on with a sort of lobby at the end. I would suggest to move the far valley to connect to that space. This would also drop the routes from 4 to 3, which generally flows better for 5cp 6v6. Maybe just remove that entire building which would add some much needed space to second and have the other route connect into the space created, could work well with some tweaking to cover.

Hi, I thought I could share some feedback I had with you. Let me start by saying don't take everything I write here at face value, I haven't played competitive at the highest level and there are people that would probably give better feedback than me. I also haven't been able to play the map yet in pug/mix or otherwise so everything I have written is purely speculation on how I believe the map would play out and from my own experience in developing maps for competitive. I really like the aesthetic of the map, I think it looks very unique and could add some fresh visuals to an otherwise very similar looking map pool. It's far easier to critique a map in development than to praise it but I commented on somethings I liked about the map. Don't get discouraged by negative feedback as well, It's guaranteed to happen when developing a map, remember that Rome wasn't built in a day nor was cp_process. The best thing you can do is improve the map until your happy with it and take everything you've learned and apply it to your next project.

These are mostly nitpicky and simple issues
There is some major clipping issues and some minor. There is multiple perch spots. You can stand on top of the satellite in mid, you can stand on top of the building marked goldstream/brown nugget and you can stand above the gate 4 route to last. There is some minor issues, where you can get stuck in doorframes, windows and pillars. There is some texture misalignment issues, I spotted some on last around the upper area for example. There is also quite a lot of hiding spots and deep corners around last and in the lobby area which generally don't make for good flow. You can definitely keep some hiding spots, e.g process has the water refinery thing in lobby but I think there is too many at the moment. There is deep corners around the spawn doors so people could hide in those or get stuck trying to retreat. Some of the overlays appear to be from a previous version which is quite misleading. For examples the routes into last are marked 4, 3 (non functioning door), 2, 1. One of the routes is missing an overlay. There is inconsistencies with the arrows that lead into the lobby area, some routes have both red and blu arrows, some only have red, some only have blu and some are missing arrows. It appears there is a leak on mid where an old entrance used to be.

Last
The right side of last (spawn pov) is quite crampt, I don't think you could really play around in this area without getting snagged on something as a defender. Some of the corners are really deep aswell, if you look at old versions of cp_process compared to newer versions you can see how the creator lessened these deep areas. The left side of last looks quite good but I think the area between the upper area and the barrels/wall is a bit tight. You could probably just make the wall a bit shorter length wise and move the barrels and it would be better. I am a big fan of the point design, I like how you can't see the point from the spawn doors but its fairly easy to jump point from spawn to block the cap. I also like the option to kite behind the point like on sunshine. I also think the flow of the high ground is quite good, I ran around the map on demo, scout and soldier but as a scout I felt I could quite easily jump from obstacle to obstacle. The lobby is a bit weird because of the wall. I understand why it's there but it also makes it really crampt. I think opening the lobby up a bit would be better, perhaps removing some of the walls or pushing some of doorways further back would be beneficial because it looks a bit tricky to clear/spot anything going on in lobby. I think the exits from lobby into second are good, quick to get through and easy to clear.

Second
I don't really like the area by the forward spawn, its essentially low ground surrounded by high ground on all sides and I can't imagine why you would ever want to be there. The pipe is a bit finicky as a route to the point, if you look at other maps the routes to the point are very smooth which helps the flow of the map. I think just adding a clip or raising the displacement would be enough to fix that. I think the scale is a bit off in some parts, the size of the yard area where most of the routes from last and the two valley routes connect is mostly fine but the area on the point and the connecting parts are quite close together and a bit crampt. The roofed area behind the point looks cool but if you ever held from there it would be almost impossible to escape, I would suggest adding a connecting room down to the area where the forward spawn is similar to sultry. I like the oil tanks that you can stand on a lot. I quite like the valley routes to mid, they are probably my favourite part of the map so far, they actually remind me of cp_coldfront. I think the middle valley route to mid could do with a bit more room vertically as you could very easily get spammed out here as the high ground on the mid side is so close and dominant. You can also get stuck on the signs here. I think the alleyway is also good, it looks cool aesthetically and I can imagine it would play quite nicely but its a bit tight horizontally so I would just extend it out a fair bit. Continuing on to the valley that connects to the back end of mid its a similar situation. It just looks too tight to play around and very easily dominated by spam classes. You can hide stickies inside the rocks by the forward spawn which are impossible to clear.

Mid
I see what your trying to do with the high ground, its sort of similar to metalworks mid but I think the whole area is just way too small. I'm trying to theory craft ways to play the mid and there is no way you can play rotational (maybe intentional) because of how small it is and how all the upper entrances are so close together and connected. You would essentially just have to bot forward every mid or get spammed on the low ground. From the middle valley route there is basically no reason to play there because the height difference is fairly big and there is no routes from that lower area to the upper area (you have to walk around to the other side to get up).The high ground around point and the upper entrances to mid being really close together and the fact all the high ground is connected means there isn't really anywhere else to play. To give some examples on sunshine you have tetris, the cafe roofs and bell tower and on process you can go above sewer, above forward spawn or on the crates around point. So I would imagine soldiers would just be forced to bomb while your team walks across or try to sneak around in the far valley area to bomb (ill touch on this area more later).I like the snow mounds to get to the high ground, I think that's cool but I'm not a fan of how you bump your head on the platform above it so I think just increasing the scale of the mid in general and moving the mounds a bit further back would be better. The routes to mid are really committal, its hard to rotate between any of the entrances because they are so far apart. The far valley route isn't really an option for midfights because its so slow to rollout there, I assume its inspired by cp_badlands, but the reason that works is because you can get there quickly through dropdown and house. The upper entrance next to the far valley also looks quite hard to get through, you have a room-tunnel-room system going on with a sort of lobby at the end. I would suggest to move the far valley to connect to that space. This would also drop the routes from 4 to 3, which generally flows better for 5cp 6v6. Maybe just remove that entire building which would add some much needed space to second and have the other route connect into the space created, could work well with some tweaking to cover.
3
#3
0 Frags +

Thank you for the feedback Rents! appreciated it. yeah most of the clipping issues are oversight on my part thanks for pointing them out, I will eventually fix those perch spots and such and make things more smoother, and yeah some visual oddities i still need to fix to make it more polished. regarding arrow its intentional some areas have both red and blu because its where most of the traffic between teams as I noticed. although I will fix the missing overlay, thanks for pointing out that too.

As for the feedback on the layout I will take everything into consideration, although I will still need some data for it to be change but still thanks for mentioning the ins and outs. the layout was rather avant-garde so i was already expecting that there might be some issue since it was really experimental to begin with but still somewhat following the basic design process of other maps. lastly it havent been played in a serious 6v6 format it was mostly played in 12v12 looking on how it plays in an actual match so yeah raw data is needed but again I will take note of all of this information and adjusted accordingly if it was played in PUGs

if you may? can we discuss it further through discord if you want to (if not it's fine). my discord is simply named sitrulusmelon. thank you

Thank you for the feedback Rents! appreciated it. yeah most of the clipping issues are oversight on my part thanks for pointing them out, I will eventually fix those perch spots and such and make things more smoother, and yeah some visual oddities i still need to fix to make it more polished. regarding arrow its intentional some areas have both red and blu because its where most of the traffic between teams as I noticed. although I will fix the missing overlay, thanks for pointing out that too.

As for the feedback on the layout I will take everything into consideration, although I will still need some data for it to be change but still thanks for mentioning the ins and outs. the layout was rather avant-garde so i was already expecting that there might be some issue since it was really experimental to begin with but still somewhat following the basic design process of other maps. lastly it havent been played in a serious 6v6 format it was mostly played in 12v12 looking on how it plays in an actual match so yeah raw data is needed but again I will take note of all of this information and adjusted accordingly if it was played in PUGs

if you may? can we discuss it further through discord if you want to (if not it's fine). my discord is simply named sitrulusmelon. thank you
4
#4
5 Frags +

Update Release: B6A

mostly bug fixes and some smaller tweaks

- smooth clipping all doors
- more clips on other areas for a smoother flow
- patched some perch spots
- patched some hidden sticky spots
- adjusted some overlays and textures
- adjusted displacement on mid, and small adjustment of the displacement in 2nd
- subtle adjustments of geometry on some parts of the map
- other miscellaneous fixes and such

[b]Update Release: B6A[/b]

mostly bug fixes and some smaller tweaks

- smooth clipping all doors
- more clips on other areas for a smoother flow
- patched some perch spots
- patched some hidden sticky spots
- adjusted some overlays and textures
- adjusted displacement on mid, and small adjustment of the displacement in 2nd
- subtle adjustments of geometry on some parts of the map
- other miscellaneous fixes and such
5
#5
1 Frags +

i would like it if you made it so that when youre running/jumping on the metal grate high ground at mid, it didnt trigger the clunky metal footstep sound. I think its fine in the transition areas, but on mid i could see it getting a little... grating hahahahaha

i would like it if you made it so that when youre running/jumping on the metal grate high ground at mid, it didnt trigger the clunky metal footstep sound. I think its fine in the transition areas, but on mid i could see it getting a little... grating hahahahaha
6
#6
1 Frags +
capnnofapni would like it if you made it so that when youre running/jumping on the metal grate high ground at mid, it didnt trigger the clunky metal footstep sound. I think its fine in the transition areas, but on mid i could see it getting a little... grating hahahahaha

sadly don't know how to work around on that, that is just how the texture works in TF2

[quote=capnnofapn]i would like it if you made it so that when youre running/jumping on the metal grate high ground at mid, it didnt trigger the clunky metal footstep sound. I think its fine in the transition areas, but on mid i could see it getting a little... grating hahahahaha[/quote]

sadly don't know how to work around on that, that is just how the texture works in TF2
7
#7
2 Frags +

iirc you can change the footstep sound of the texture using VTFedit. You will have to pack the new textures into the bsp aswell tho.

iirc you can change the footstep sound of the texture using VTFedit. You will have to pack the new textures into the bsp aswell tho.
8
#8
0 Frags +
nowahiirc you can change the footstep sound of the texture using VTFedit. You will have to pack the new textures into the bsp aswell tho.

Oh right VTF edit, I forgot about that. I could make a custom texture in the future

[quote=nowah]iirc you can change the footstep sound of the texture using VTFedit. You will have to pack the new textures into the bsp aswell tho.[/quote]
Oh right VTF edit, I forgot about that. I could make a custom texture in the future
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