this is a 5cp map entry in the tf2maps.net two skillsets contest part one, where the goal is to make as good of a layout as you can.
as such this map has almost no art/detail done at all, unless it's necessary for gameplay. even the lighting is all temporary.
because of the nature of the contest, you might see similar maps detailed and with different names in the future.
download a6: https://dl.dropboxusercontent.com/u/1811521/cp_gulge_a6.zip
Screenshots:
https://dl.dropboxusercontent.com/u/1811521/aerfsd234e.jpg
https://dl.dropboxusercontent.com/u/1811521/sadfhertfd.jpg
https://dl.dropboxusercontent.com/u/1811521/trgredf.jpg
Information:
Any given part of the map takes inspiration from many several comp 5cp maps. I have no idea if the map itself is good, though.
The train on the 2nd point follows a schedule. As long as its point and mid are being contested, it will run every 40 seconds, starting 10 seconds after the point and mid are available.
I don't remember the spawns or cap times or anything.
It's not badlands.
known bugs:
- The train can grad you into things in general
- The train can drag you underground and get you stuck
- The train might be a little too frequent, please tell be if this is the case.
- The spawn and cap times are almost definitely not balanced.
- Mid has water!!!!11
tf2maps tends to be great at testing maps, and for some gamemodes they give good feedback too, but ive found that the feedback for 5cp maps tends to be sore ambiguous lacking etc. i don't know what the reason is, and i don't mean any foul. the contest deadline is coming up and I haven't changed the map enough from the original version to feel like I've made it any better. please respond.
this is a 5cp map entry in the tf2maps.net two skillsets contest part one, where the goal is to make as good of a layout as you can.
as such this map has almost no art/detail done at all, unless it's necessary for gameplay. even the lighting is all temporary.
because of the nature of the contest, you might see similar maps detailed and with different names in the future.
download a6: https://dl.dropboxusercontent.com/u/1811521/cp_gulge_a6.zip
Screenshots:
[img]https://dl.dropboxusercontent.com/u/1811521/aerfsd234e.jpg[/img]
https://dl.dropboxusercontent.com/u/1811521/sadfhertfd.jpg
https://dl.dropboxusercontent.com/u/1811521/trgredf.jpg
Information:
Any given part of the map takes inspiration from many several comp 5cp maps. I have no idea if the map itself is good, though.
The train on the 2nd point follows a schedule. As long as its point and mid are being contested, it will run every 40 seconds, starting 10 seconds after the point and mid are available.
I don't remember the spawns or cap times or anything.
It's not badlands.
known bugs:
- The train can grad you into things in general
- The train can drag you underground and get you stuck
- The train might be a little too frequent, please tell be if this is the case.
- The spawn and cap times are almost definitely not balanced.
- Mid has water!!!!11
tf2maps tends to be great at testing maps, and for some gamemodes they give good feedback too, but ive found that the feedback for 5cp maps tends to be sore ambiguous lacking etc. i don't know what the reason is, and i don't mean any foul. the contest deadline is coming up and I haven't changed the map enough from the original version to feel like I've made it any better. please respond.
wareyaIt's not badlands.
sorry papasmurf you're not needed here
[quote=wareya]
It's not badlands.
[/quote]
sorry papasmurf you're not needed here
wareyaknown bugs:
- There is a train
there i fixed it for you
[quote=wareya]known bugs:
- There is a train
[/quote]
there i fixed it for you
While I'm no one to hate on trains...
cp_intermodel (intermodel is the type of train that carries containers... containers transported by truck, train, boat... multiple modes... intermodel)
cp_uintah (narrow gauge railroad back in the day)
https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash3/t31/q71/s720x720/1537922_756372137706185_699479589_o.jpg
(me driving D&RGW 2-8-0 #346)
Moving trains have no place in serious TF2 maps.
Edit: Well, maybe. But not comp, it's not a skill based element. It's a bit gimmicky for comp.
The rest of the map looks interesting. I'll download it and wander around. Mid might be a bit big and open from the looks of it, but it does look neat.
While I'm no one to hate on trains...
cp_intermodel (intermodel is the type of train that carries containers... containers transported by truck, train, boat... multiple modes... intermodel)
cp_uintah (narrow gauge railroad back in the day)
[img]https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash3/t31/q71/s720x720/1537922_756372137706185_699479589_o.jpg[/img]
(me driving D&RGW 2-8-0 #346)
[b]Moving trains have no place in serious TF2 maps.[/b]
Edit: Well, maybe. But not comp, it's not a skill based element. It's a bit gimmicky for comp.
The rest of the map looks interesting. I'll download it and wander around. Mid might be a bit big and open from the looks of it, but it does look neat.
Hycecp_intermodel (intermodel is the type of train that carries containers... containers transported by truck, train, boat... multiple modes... intermodel)
shouldn't it be intermodal
[quote=Hyce]cp_intermodel (intermodel is the type of train that carries containers... containers transported by truck, train, boat... multiple modes... intermodel)[/quote]
shouldn't it be intermod[b]a[/b]l
I'm still waiting for a map that has trains that go from point to point instead of across the map in between points. Like an alternate route that also happens to have a train that you can hitch a ride on. How sick would that be. Need balance? Put another train going the opposite direction on the other side of the map. heh
I'm still waiting for a map that has trains that go from point to point instead of across the map in between points. Like an alternate route that also happens to have a train that you can hitch a ride on. How sick would that be. Need balance? Put another train going the opposite direction on the other side of the map. heh
HyceMoving trains have no place in serious TF2 maps.
L8r Payload.
Jokes aside. A question: If trains were not random, but rather a defensive feature that could be toggled by players to block off a route momentarily would it still be too gimmicky?
[quote=Hyce]
[b]Moving trains have no place in serious TF2 maps.[/b]
[/quote]
L8r Payload.
Jokes aside. A question: If trains were not random, but rather a defensive feature that could be toggled by players to block off a route momentarily would it still be too gimmicky?
If trains were not random, but rather a defensive feature that could be toggled by players to block off a route momentarily would it still be too gimmicky?
that would be even more gimmicky
[quote]If trains were not random, but rather a defensive feature that could be toggled by players to block off a route momentarily would it still be too gimmicky? [/quote]
that would be even more gimmicky
wareyaIf trains were not random, but rather a defensive feature that could be toggled by players to block off a route momentarily would it still be too gimmicky?
that would be even more gimmicky
This man is correct. That's like making it impossible to push last without like, 2-3 picks because they can call a fuckin' train in.
If it involves shootable/use key buttons in TF2, it's a gimmicky.
erkstonHycecp_intermodel (intermodel is the type of train that carries containers... containers transported by truck, train, boat... multiple modes... intermodel)
shouldn't it be intermodal
fuck
I go to engineering school spelling is hard
HOW DID NO ONE NOTICE UNTIL RC2
un-hijacking this thread
Map looks good man
[quote=wareya][quote]If trains were not random, but rather a defensive feature that could be toggled by players to block off a route momentarily would it still be too gimmicky? [/quote]
that would be even more gimmicky[/quote]
This man is correct. That's like making it impossible to push last without like, 2-3 picks because they can call a fuckin' train in.
If it involves shootable/use key buttons in TF2, it's a gimmicky.
[quote=erkston][quote=Hyce]cp_intermodel (intermodel is the type of train that carries containers... containers transported by truck, train, boat... multiple modes... intermodel)[/quote]
shouldn't it be intermod[b]a[/b]l[/quote]
fuck
I go to engineering school spelling is hard
HOW DID NO ONE NOTICE UNTIL RC2
un-hijacking this thread
Map looks good man
Okay. I looked around this a bit today.
For some reason my screenshots aren't working so no pictures, sorry.
That upper route coming in to last... It might work out, but you really need to make some way that the team defending can hold versus that. The highest spawn door is the height of the point, and that ramp is coming up from something like 196 or 256 units even higher. In comp, soldiers and demospam is going to absolutely wreck everything trying to defend from that upper entrance.
You can probably keep it, you just need to add some cover or high ground for the defenders. Probably both.
2nd and mid are both pretty sniper friendly. 2nd is probably okay, but mid is really long and there isn't a whole lot of cover in the center. Mid is probably a bit too sniper friendly.
Water... Water is usually hilarious, so we'll see how that works out. I do like the connections between points a lot, and the forward spawns all seem logical. The only real issue is that upper exit at last, and probably the lower spawn door too- no one will want to come out underneath the point.
Okay. I looked around this a bit today.
For some reason my screenshots aren't working so no pictures, sorry.
That upper route coming in to last... It might work out, but you really need to make some way that the team defending can hold versus that. The highest spawn door is the height of the point, and that ramp is coming up from something like 196 or 256 units even higher. In comp, soldiers and demospam is going to absolutely wreck everything trying to defend from that upper entrance.
You can probably keep it, you just need to add some cover or high ground for the defenders. Probably both.
2nd and mid are both pretty sniper friendly. 2nd is probably okay, but mid is really long and there isn't a whole lot of cover in the center. Mid is probably a bit too sniper friendly.
Water... Water is usually hilarious, so we'll see how that works out. I do like the connections between points a lot, and the forward spawns all seem logical. The only real issue is that upper exit at last, and probably the lower spawn door too- no one will want to come out underneath the point.