Upvote Upvoted 19 Downvote Downvoted
cp_croissant
1
#1
18 Frags +

I made a new thread because a lot of changes have gone trough so far and it'd probably be better for feedback. I hope this isn't a problem. I tried to alleviate the biggest problems like having a hard time pushing last and hard time holding cp2, aswel as pushing cp2 itself.

all changes from rc6 to rc10 the current version below.

Changelog rc7
---------------
- Added small ammopack and health to the lower hallway leading to final cp
- Added medium ammopack below mid
- Added medium ammopack to the ridge around cp2
- Added medium ammopack below the bridge to cp2
- Reduced overal spawntimes a little
- Added possibility for scouts to jump up to cp2 from the left side (approaching)
- Added a route to the tunnel from bridge when defending cp2
- Added a route from lumber to below mid cp
- It is now possible to use the outside of the balcony looking out on water on mid to jump around
- Cut the sniper sightline from the back ridge of mid to choke leading to cp2
- Added fences around the ridge of mid to allow splash damage
- Added the possibility for scouts to jump from midhouse to portruding elevated rock formation leading to choke

Changelog rc8
---------------
-Adjusted spawns so you spawn faster when you capped enemy cp2
-Defenders spawn slower when defending cp1
-Spawntimes are decreased slightly overal
-Captimes have been decreased
-Added a hill on the long stretch leading to cp1 cutting sightlines and creating an area to fight over
-Added cover to cp2
-Fixed z-clipping issues
-Made some lamps jumpable instead of non-solid
-Several other bugfixes

Changelog rc9
---------------
- Fixed the spawntimes from rc8 had a slight bug (hence the recent release of rc9 again)
- Made falling off of last cp way less punishing by elevating most of the lower ground area to half of the original stairs
- Quickly ascending from the lower area will make it more useful and cuts sightlines when you duck in and out, I’m aware it also makes it easier to hold the lower doors, but to do that you give up holding up top so that’s good.
- Added a medium medpack to the lower entrance to last
- Added much needed cover and widened the flank route to lumbershack
- Fixed z-clipping issues again
- Added birdpoop decals to the floor of midhouse with pidgeons on the framework on the roof to add realism.
- Added a small ramp where the flank tunnel used to be going to last
- Added the possibility to run up cp2 from the other side using boxes and ladders
- Didn’t think of a better visual solution for the crates/ramp construction going to last
- Added non-solid windows to the map to make up for the recent removal on badlands

Changelog rc10
--------------------
- Widened mid cp bridge
- Removed the cluster of beams below mid, central entrance.
- Added flank route to cp2 (going from under bridge to stone wall to last)
- Added the ability to acces final cp from the back
- Added windows to last cp central entrance
- Heightened the central entrance to last cp
- Added dropoff to the side of central entrance to last
- Added banana to banana highway
- Reduced captime on last
- Visual improvements

rc11 will probably the last for a while unless huge flaws are discovered.

Changelog rc11
------------------
- Cleaned up both initial spawn areas
- Scaled down transition cp2-cp3 by a third (meaning i moved the entire middle area closer to cp2)
- Created a corner choke going to last/cp1
- Reversed the ramps behind cp1 (players got stuck there easily because of that)
- Improved fps
- Decreased filesize by approx. 20Mb
- Switched the ugly crate construction /-\ for a metal/concrete one more fitting

Image rc11
-------------
- http://i.imgur.com/YLF6lBQ.jpg
- http://i.imgur.com/POCh544.jpg
- http://i.imgur.com/TjCYRBI.jpg
- http://i.imgur.com/By5SdS3.jpg
- http://i.imgur.com/XD7b7EP.jpg

Download rc11
------------------
https://dl.dropboxusercontent.com/u/2824637/cp_croissant_rc11.7z

I made a new thread because a lot of changes have gone trough so far and it'd probably be better for feedback. I hope this isn't a problem. I tried to alleviate the biggest problems like having a hard time pushing last and hard time holding cp2, aswel as pushing cp2 itself.

all changes from rc6 to rc10 the current version below.

Changelog rc7
---------------
- Added small ammopack and health to the lower hallway leading to final cp
- Added medium ammopack below mid
- Added medium ammopack to the ridge around cp2
- Added medium ammopack below the bridge to cp2
- Reduced overal spawntimes a little
- Added possibility for scouts to jump up to cp2 from the left side (approaching)
- Added a route to the tunnel from bridge when defending cp2
- Added a route from lumber to below mid cp
- It is now possible to use the outside of the balcony looking out on water on mid to jump around
- Cut the sniper sightline from the back ridge of mid to choke leading to cp2
- Added fences around the ridge of mid to allow splash damage
- Added the possibility for scouts to jump from midhouse to portruding elevated rock formation leading to choke

Changelog rc8
---------------
-Adjusted spawns so you spawn faster when you capped enemy cp2
-Defenders spawn slower when defending cp1
-Spawntimes are decreased slightly overal
-Captimes have been decreased
-Added a hill on the long stretch leading to cp1 cutting sightlines and creating an area to fight over
-Added cover to cp2
-Fixed z-clipping issues
-Made some lamps jumpable instead of non-solid
-Several other bugfixes


Changelog rc9
---------------
- Fixed the spawntimes from rc8 had a slight bug (hence the recent release of rc9 again)
- Made falling off of last cp way less punishing by elevating most of the lower ground area to half of the original stairs
- Quickly ascending from the lower area will make it more useful and cuts sightlines when you duck in and out, I’m aware it also makes it easier to hold the lower doors, but to do that you give up holding up top so that’s good.
- Added a medium medpack to the lower entrance to last
- Added much needed cover and widened the flank route to lumbershack
- Fixed z-clipping issues again
- Added birdpoop decals to the floor of midhouse with pidgeons on the framework on the roof to add realism.
- Added a small ramp where the flank tunnel used to be going to last
- Added the possibility to run up cp2 from the other side using boxes and ladders
- Didn’t think of a better visual solution for the crates/ramp construction going to last
- Added non-solid windows to the map to make up for the recent removal on badlands

Changelog rc10
--------------------
- Widened mid cp bridge
- Removed the cluster of beams below mid, central entrance.
- Added flank route to cp2 (going from under bridge to stone wall to last)
- Added the ability to acces final cp from the back
- Added windows to last cp central entrance
- Heightened the central entrance to last cp
- Added dropoff to the side of central entrance to last
- Added banana to banana highway
- Reduced captime on last
- Visual improvements

rc11 will probably the last for a while unless huge flaws are discovered.

Changelog rc11
------------------
- Cleaned up both initial spawn areas
- Scaled down transition cp2-cp3 by a third (meaning i moved the entire middle area closer to cp2)
- Created a corner choke going to last/cp1
- Reversed the ramps behind cp1 (players got stuck there easily because of that)
- Improved fps
- Decreased filesize by approx. 20Mb
- Switched the ugly crate construction /-\ for a metal/concrete one more fitting

Image rc11
-------------
- http://i.imgur.com/YLF6lBQ.jpg
- http://i.imgur.com/POCh544.jpg
- http://i.imgur.com/TjCYRBI.jpg
- http://i.imgur.com/By5SdS3.jpg
- http://i.imgur.com/XD7b7EP.jpg

Download rc11
------------------
https://dl.dropboxusercontent.com/u/2824637/cp_croissant_rc11.7z
2
#2
-6 Frags +

Croissant :C

Croissant :C
3
#3
6 Frags +

C:

C:
4
#4
3 Frags +

The /-\ shaped barricade of boxes on last looks reeeeeally out of place, some great changes otherwise

The /-\ shaped barricade of boxes on last looks reeeeeally out of place, some great changes otherwise
5
#5
5 Frags +
Arnold- Added banana to banana highway

Love it

[quote=Arnold]
- Added banana to banana highway
[/quote]

Love it
6
#6
0 Frags +

these changes might make me enjoy this map

these changes might make me enjoy this map
7
#7
1 Frags +

I found some weird hiding spots I don't think are intentional.

http://steamcommunity.com/id/spamfest/screenshot/597008945902079433
http://steamcommunity.com/id/spamfest/screenshot/597008945902089654
http://steamcommunity.com/id/spamfest/screenshot/597008945902102722

I found some weird hiding spots I don't think are intentional.

http://steamcommunity.com/id/spamfest/screenshot/597008945902079433
http://steamcommunity.com/id/spamfest/screenshot/597008945902089654
http://steamcommunity.com/id/spamfest/screenshot/597008945902102722
8
#8
2 Frags +
frownyThe /-\ shaped barricade of boxes on last looks reeeeeally out of place, some great changes otherwise

thiiiis its so uglyyyyy
just make it concrete/metal like the floor

[quote=frowny]The /-\ shaped barricade of boxes on last looks reeeeeally out of place, some great changes otherwise[/quote]
thiiiis its so uglyyyyy
just make it concrete/metal like the floor
9
#9
0 Frags +

Keep on updating it! I'd like to see this map in 6v6. I really love the idea of the map, shaped like croissant.

Keep on updating it! I'd like to see this map in 6v6. I really love the idea of the map, shaped like croissant.
10
#10
0 Frags +
downpourfrownyThe /-\ shaped barricade of boxes on last looks reeeeeally out of place, some great changes otherwisethiiiis its so uglyyyyy
just make it concrete/metal like the floor

Yes you're right that it's ugly, might change it to metal/concrete or at the least something more appealing.

[quote=downpour][quote=frowny]The /-\ shaped barricade of boxes on last looks reeeeeally out of place, some great changes otherwise[/quote]
thiiiis its so uglyyyyy
just make it concrete/metal like the floor[/quote]

Yes you're right that it's ugly, might change it to metal/concrete or at the least something more appealing.
11
#11
-1 Frags +

- http://i.imgur.com/xQl61zz.jpg
- http://i.imgur.com/bHZWOdV.jpg
the first pic looks better.
The second one looks like a massive spamfest, not much free space.

- http://i.imgur.com/xQl61zz.jpg
- http://i.imgur.com/bHZWOdV.jpg
the first pic looks better.
The second one looks like a massive spamfest, not much free space.
12
#12
10 Frags +

Is this the map that's shaped like a banana?

Is this the map that's shaped like a banana?
13
#13
-9 Frags +

You made Gullywash, and that's my favorite 5CP map in TF2. This map has none of the things that make Gullywash a good map. Here's a few things that Gullywash has that Croissant does not:
-It's just like Badlands. Copying Badlands is a good thing.
-The rollout is quick and engaging.
-The flank and choke from mid to second are extremely well defined.
-The last point has a number of entrances that are very easy to rotate between.

I don't know how you could fix all of the issues Croissant has without overhauling it to the point that it's unrecognizable, but here's it's biggest flaws:

-You have to fight mid around a corner. This is the least intuitive thing you could ever do with a midpoint.
-The sheer amount of open space on the map is horrible.
-There are long, narrow, and not to mention convoluted hallways everywhere that make me feel like I'm on Junction even though this map is bigger than California.
-None of the flanks are well-defined and don't contribute to the flow of the game. The one going from mid to second is horrible to push through, and the sightline on it is closed off enough that people could quite easily just walk in and hide behind the enemy team for free. This is not the purpose of flanks.
-The distance between the midpoint and the second point is way too long, and the choke isn't prominent enough to be played around.
-Most of the updates you've made as of late make it look like you have a very personal vendetta against snipers and only want spies to enjoy this map.
-The map is laid out in such a way that Übers don't really matter, and that goes against every rule of the TF2 metagame.

Scrap this and make another amazing Badlands clone TIA.

You made Gullywash, and that's my favorite 5CP map in TF2. This map has none of the things that make Gullywash a good map. Here's a few things that Gullywash has that Croissant does not:
-It's just like Badlands. Copying Badlands is a good thing.
-The rollout is quick and engaging.
-The flank and choke from mid to second are extremely well defined.
-The last point has a number of entrances that are very easy to rotate between.

I don't know how you could fix all of the issues Croissant has without overhauling it to the point that it's unrecognizable, but here's it's biggest flaws:

-You have to fight mid around a corner. This is the least intuitive thing you could ever do with a midpoint.
-The sheer amount of open space on the map is horrible.
-There are long, narrow, and not to mention convoluted hallways everywhere that make me feel like I'm on Junction even though this map is bigger than California.
-None of the flanks are well-defined and don't contribute to the flow of the game. The one going from mid to second is horrible to push through, and the sightline on it is closed off enough that people could quite easily just walk in and hide behind the enemy team for free. This is not the purpose of flanks.
-The distance between the midpoint and the second point is way too long, and the choke isn't prominent enough to be played around.
-Most of the updates you've made as of late make it look like you have a very personal vendetta against snipers and only want spies to enjoy this map.
-The map is laid out in such a way that Übers don't really matter, and that goes against every rule of the TF2 metagame.

Scrap this and make another amazing Badlands clone TIA.
14
#14
9 Frags +

rc11 will probably the last for a while unless huge flaws are discovered.

Changelog rc11
------------------
- Cleaned up both initial spawn areas
- Scaled down transition cp2-cp3 by a third (meaning i moved the entire middle area closer to cp2)
- Created a corner choke going to last/cp1
- Reversed the ramps behind cp1 (players got stuck there easily because of that)
- Improved fps
- Decreased filesize by approx. 20Mb
- Switched the ugly crate construction /-\ for a metal/concrete one more fitting

Image rc11
-------------
- http://i.imgur.com/YLF6lBQ.jpg
- http://i.imgur.com/POCh544.jpg
- http://i.imgur.com/TjCYRBI.jpg
- http://i.imgur.com/By5SdS3.jpg
- http://i.imgur.com/XD7b7EP.jpg

Download rc11
------------------
https://dl.dropboxusercontent.com/u/2824637/cp_croissant_rc11.7z

rc11 will probably the last for a while unless huge flaws are discovered.

Changelog rc11
------------------
- Cleaned up both initial spawn areas
- Scaled down transition cp2-cp3 by a third (meaning i moved the entire middle area closer to cp2)
- Created a corner choke going to last/cp1
- Reversed the ramps behind cp1 (players got stuck there easily because of that)
- Improved fps
- Decreased filesize by approx. 20Mb
- Switched the ugly crate construction /-\ for a metal/concrete one more fitting

Image rc11
-------------
- http://i.imgur.com/YLF6lBQ.jpg
- http://i.imgur.com/POCh544.jpg
- http://i.imgur.com/TjCYRBI.jpg
- http://i.imgur.com/By5SdS3.jpg
- http://i.imgur.com/XD7b7EP.jpg

Download rc11
------------------
https://dl.dropboxusercontent.com/u/2824637/cp_croissant_rc11.7z
15
#15
7 Frags +

Final release

Changelog
-----------
- Removed the one-way tunnel from below last entrance to below cp2
- Made the tunnel below mid impossible for most classes to jump back into lumber
- Made the wall from lumber and on cp2 see-trough
- Improved fps, Decreased filesize
- Thanks to bloodhound for compiling and cleaning up the map

Download
------------
https://dl.dropboxusercontent.com/u/2824637/cp_croissant_final.7z

Final release

Changelog
-----------
- Removed the one-way tunnel from below last entrance to below cp2
- Made the tunnel below mid impossible for most classes to jump back into lumber
- Made the wall from lumber and on cp2 see-trough
- Improved fps, Decreased filesize
- Thanks to bloodhound for compiling and cleaning up the map

Download
------------
[url]https://dl.dropboxusercontent.com/u/2824637/cp_croissant_final.7z[/url]
16
#16
2 Frags +

nope

nope
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