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cp_manufacture
1
#1
2 Frags +

Hey, it's Hooky. You may remember my map, koth_manufacture. It really wasn't too bad, but everyone who participated in the New Map Pugs thought it was transitioning to a 5CP mid, so I decided to add on to what I had, and this is the result.

As of this post, I only have the Red side complete, so I'm not releasing an alpha just yet. I would just like some feedback on the layout of the map before I copy what I've done over to the other side. I don't want to copy over everything only to completely rework the whole map (although that's probably going to have to be done anyway).

Download: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_manufacture_testing1.bsp.bz2

No screenshots until I release alpha 1.

Thread for koth version: http://teamfortress.tv/forum/thread/2329-koth-manufacture

The koth version is probably going to be finished up eventually, but it will likely be aimed at pubs. I'm not talented enough to develop a 6s koth map.

Hey, it's Hooky. You may remember my map, koth_manufacture. It really wasn't too bad, but everyone who participated in the New Map Pugs thought it was transitioning to a 5CP mid, so I decided to add on to what I had, and this is the result.

As of this post, I only have the Red side complete, so I'm not releasing an alpha just yet. I would just like some feedback on the layout of the map before I copy what I've done over to the other side. I don't want to copy over everything only to completely rework the whole map (although that's probably going to have to be done anyway).

Download: https://dl.dropboxusercontent.com/u/31103105/Maps/cp_manufacture_testing1.bsp.bz2

No screenshots until I release alpha 1.

Thread for koth version: http://teamfortress.tv/forum/thread/2329-koth-manufacture

The koth version is probably going to be finished up eventually, but it will likely be aimed at pubs. I'm not talented enough to develop a 6s koth map.
2
#2
6 Frags +

https://dl.dropboxusercontent.com/u/48151262/cp_manufacture_testing10000.jpg

It's destined to be a good map, the fan strat is included.

[img]https://dl.dropboxusercontent.com/u/48151262/cp_manufacture_testing10000.jpg[/img]

It's destined to be a good map, the fan strat is included.
3
#3
0 Frags +

The rollout for blue is a lot of fun with the slide straight to that health pack in lobby.
Some texture issues but thats expected.

Only issue I have with red is that seconds seems in a really weird spot its kind of out of the way and there is that weird jump up to the lobby area

The rollout for blue is a lot of fun with the slide straight to that health pack in lobby.
Some texture issues but thats expected.

Only issue I have with red is that seconds seems in a really weird spot its kind of out of the way and there is that weird jump up to the lobby area
4
#4
0 Frags +

okay these are just my thoughts from jumping around, so if you want to disagree go for it.

As of right now the mid feels way too open. To me it seems like a good sniper could just wreck face on it because of it. i also kinda feel like scouts may be a little weak on this map at the moment but i could be totally wrong on that. The map in general seems pretty soldier friendly and flat (like granary)

Some changes to make on mid (in my opinion) would be to stack another crate on top of the existing ones. This would cover one of the sniper sight-lines on the mid and i think it would make for a more interesting mid, kind of emulating how soldiers jump train on badlands. the other thing is to maybe consider moving, or at least adding another one of those metal cover things to cover the other entrance to mid (see picture).

http://i.imgur.com/9KcDDMd.jpg

Second point seems really big and weird to me. I don't really know what to say, other then maybe add another ramp on the left side of point? it seems really easy to hold because of the spam angles from sitting on point, and the whole jumping to the second floor of the transition to last seems really weird to me but i don't know.

on the last point, i think you need to move the spawn doors a little bit away from the point and make some walls that cover the point, otherwise people can duck in and out of spawn and spam the point. I also think the giant window kind of gets rid of any risk/reward from making a play to see where the med is or see if they have a sentry or something. I think you could either remove it or at least put a shutter on it like gully. Also the right wall (if you are standing on point) feels really close to the point but that might just be me. if i need to clarify anything i can post more pictures or something.

okay these are just my thoughts from jumping around, so if you want to disagree go for it.

As of right now the mid feels way too open. To me it seems like a good sniper could just wreck face on it because of it. i also kinda feel like scouts may be a little weak on this map at the moment but i could be totally wrong on that. The map in general seems pretty soldier friendly and flat (like granary)

Some changes to make on mid (in my opinion) would be to stack another crate on top of the existing ones. This would cover one of the sniper sight-lines on the mid and i think it would make for a more interesting mid, kind of emulating how soldiers jump train on badlands. the other thing is to maybe consider moving, or at least adding another one of those metal cover things to cover the other entrance to mid (see picture). [img]http://i.imgur.com/9KcDDMd.jpg[/img]

Second point seems really big and weird to me. I don't really know what to say, other then maybe add another ramp on the left side of point? it seems really easy to hold because of the spam angles from sitting on point, and the whole jumping to the second floor of the transition to last seems really weird to me but i don't know.

on the last point, i think you need to move the spawn doors a little bit away from the point and make some walls that cover the point, otherwise people can duck in and out of spawn and spam the point. I also think the giant window kind of gets rid of any risk/reward from making a play to see where the med is or see if they have a sentry or something. I think you could either remove it or at least put a shutter on it like gully. Also the right wall (if you are standing on point) feels really close to the point but that might just be me. if i need to clarify anything i can post more pictures or something.
5
#5
1 Frags +

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6
#6
0 Frags +

Why did you choose to make second jump-only? I have no idea about maps, but don't they usually allow some way for medics to get on point? I guess in 6v6 it's not such a big deal though...

Why did you choose to make second jump-only? I have no idea about maps, but don't they usually allow some way for medics to get on point? I guess in 6v6 it's not such a big deal though...
7
#7
0 Frags +
ErenJayWhy did you choose to make second jump-only? I have no idea about maps, but don't they usually allow some way for medics to get on point? I guess in 6v6 it's not such a big deal though...

far right wall there is a ramp

[quote=ErenJay]Why did you choose to make second jump-only? I have no idea about maps, but don't they usually allow some way for medics to get on point? I guess in 6v6 it's not such a big deal though...[/quote]
far right wall there is a ramp
8
#8
0 Frags +
MangachuErenJayWhy did you choose to make second jump-only? I have no idea about maps, but don't they usually allow some way for medics to get on point? I guess in 6v6 it's not such a big deal though...far right wall there is a ramp

not to point? (I meant the actual capture point part)

[quote=Mangachu][quote=ErenJay]Why did you choose to make second jump-only? I have no idea about maps, but don't they usually allow some way for medics to get on point? I guess in 6v6 it's not such a big deal though...[/quote]
far right wall there is a ramp[/quote]
not to point? (I meant the actual capture point part)
9
#9
-1 Frags +
ErenJayMangachuErenJayWhy did you choose to make second jump-only? I have no idea about maps, but don't they usually allow some way for medics to get on point? I guess in 6v6 it's not such a big deal though...far right wall there is a rampnot to point? (I meant the actual capture point part)

The capture area extends off of the point, like Gully. I might just make it level though.

Also I haven't worked on this in forever. Damn. I've just been waiting for feedback.

[quote=ErenJay][quote=Mangachu][quote=ErenJay]Why did you choose to make second jump-only? I have no idea about maps, but don't they usually allow some way for medics to get on point? I guess in 6v6 it's not such a big deal though...[/quote]
far right wall there is a ramp[/quote]
not to point? (I meant the actual capture point part)[/quote]
The capture area extends off of the point, like Gully. I might just make it level though.

Also I haven't worked on this in forever. Damn. I've just been waiting for feedback.
10
#10
0 Frags +

It could just be because this is a new map, but imo the distance between mid and two is a bit too much, and mid seems pretty hard to push. You could alleviate this by making the changes limbo suggested to mid that make it more closed, making the chokes between second and mid open chokes instead of tiny shutter doors, and cutting down the yard in front of second, possibly by bringing the point closer to the building between second and mid, and cutting out enough yardspace that the second-mid building and the last building actually connect.

you also have a lot of shutter doors. I in general don't like shutter doors due to the problems they cause (legend of enigma). they give a distinct disadvantage to players with bad routing or high pings, and they should be used sparingly.

I also agree that your map is very very flat, especially at mid. I don't have any suggestions, but try experimenting with the terrain a bit so scouts have slopes and stuff to jump on.

It could just be because this is a new map, but imo the distance between mid and two is a bit too much, and mid seems pretty hard to push. You could alleviate this by making the changes limbo suggested to mid that make it more closed, making the chokes between second and mid open chokes instead of tiny shutter doors, and cutting down the yard in front of second, possibly by bringing the point closer to the building between second and mid, and cutting out enough yardspace that the second-mid building and the last building actually connect.

you also have a lot of shutter doors. I in general don't like shutter doors due to the problems they cause (legend of enigma). they give a distinct disadvantage to players with bad routing or high pings, and they should be used sparingly.

I also agree that your map is very very flat, especially at mid. I don't have any suggestions, but try experimenting with the terrain a bit so scouts have slopes and stuff to jump on.
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