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cp_shrub
1
#1
0 Frags +

cp_shrub_a2 (working title)
download link: https://www.dropbox.com/s/wq9wbp5h4vf4fd5/cp_shrub_a2.bsp?dl=1
imgur album: https://imgur.com/a/xaVKFtQ

Here's a 5cp map I recently made. I was going for a compact, simple layout, taking inspiration from a few maps like coldfront (the last point is essentially a smaller, easier-to-push coldfront last). The map's been tested in a pub setting a couple times, where it wasn't that well liked. But comp play is what it's intended for, so I'd gladly hear your opinions on whether it has potential for that.

If it ever gets to that point, I've planned to do a kind of jungle / light industrial theme detail pass.

If someone could get b4nny to do one of his usual map reviews on this, that would be awesome. Let me know if he does!

[b]cp_shrub_a2[/b] (working title)
[b]download link:[/b] https://www.dropbox.com/s/wq9wbp5h4vf4fd5/cp_shrub_a2.bsp?dl=1
[b]imgur album:[/b] https://imgur.com/a/xaVKFtQ

Here's a 5cp map I recently made. I was going for a compact, simple layout, taking inspiration from a few maps like coldfront (the last point is essentially a smaller, easier-to-push coldfront last). The map's been tested in a pub setting a couple times, where it wasn't that well liked. But comp play is what it's intended for, so I'd gladly hear your opinions on whether it has potential for that.

If it ever gets to that point, I've planned to do a kind of jungle / light industrial theme detail pass.

If someone could get b4nny to do one of his usual map reviews on this, that would be awesome. Let me know if he does!
2
#2
5 Frags +

nice man good map i like it

nice man good map i like it
3
#3
-3 Frags +

hey b4nny here, where are the shrubs? add some shrubs and itll be 10/10

hey b4nny here, where are the shrubs? add some shrubs and itll be 10/10
4
#4
3 Frags +

I like the simplicity of last/lobby.

Interesting idea not to put many ammo/health on second. It forces teams to give up position when they spam mindlessly, which is nice

https://i.imgur.com/nqJjSKV.jpg

At the moment that room looks super cramped. I'm afraid it's going to be nomans land until a team gets some sort of an advantage worth pushing on, and you'll end up with gameplay like sunshine where teams are 500m apart, as it's much easier to hold outside on mid/second.

Plus the only way around is from the side :

https://i.imgur.com/C3DQhLk.jpg

But then you're left in no mans land against enemies on high ground, so how about removing this ceiling :

https://i.imgur.com/ebOTcO0.png

At least soldiers would have an easier time going behind.

BTW giving scouts access to the rooftop on mid is too easy. You should remove crates and keep the rocks.

Middle looks like a go hard or go home situation. Either bomb or counter jump for the rooftop. Refreshing change from scout centric maps.

https://i.imgur.com/cPQp5IK.jpg

You may want to get rid of these little platforms that can make rocket splash bug.

Layout wise, if anything, maybe you should rework the room between 2nd and mid, and add a proper flanking route to lobby (like gullywash lower lobby door or something). I'm thinking of the left hand side from the attackers perspective, kind of like you did on last. This would probably improve pub gameplay too.

I like the simplicity of last/lobby.

Interesting idea not to put many ammo/health on second. It forces teams to give up position when they spam mindlessly, which is nice


[img]https://i.imgur.com/nqJjSKV.jpg[/img]
At the moment that room looks super cramped. I'm afraid it's going to be nomans land until a team gets some sort of an advantage worth pushing on, and you'll end up with gameplay like sunshine where teams are 500m apart, as it's much easier to hold outside on mid/second.

Plus the only way around is from the side :

[img]https://i.imgur.com/C3DQhLk.jpg[/img]
But then you're left in no mans land against enemies on high ground, so how about removing this ceiling :

[img]https://i.imgur.com/ebOTcO0.png[/img]
At least soldiers would have an easier time going behind.

BTW giving scouts access to the rooftop on mid is too easy. You should remove crates and keep the rocks.

Middle looks like a go hard or go home situation. Either bomb or counter jump for the rooftop. Refreshing change from scout centric maps.

[img]https://i.imgur.com/cPQp5IK.jpg[/img]
You may want to get rid of these little platforms that can make rocket splash bug.

Layout wise, if anything, maybe you should rework the room between 2nd and mid, and add a proper flanking route to lobby (like gullywash lower lobby door or something). I'm thinking of the left hand side from the attackers perspective, kind of like you did on last. This would probably improve pub gameplay too.
5
#5
2 Frags +

I think many people don't like "houses" on the middle point, it should be open from all side. Nice map nonetheless :)

I think many people don't like "houses" on the middle point, it should be open from all side. Nice map nonetheless :)
6
#6
8 Frags +
prsnhey b4nny, here where are the shrubs? add some shrubs and itll be 10/10

https://vignette.wikia.nocookie.net/villains/images/e/ed/Originalni.jpg/revision/latest?cb=20151221121734

[quote=prsn]hey b4nny, here where are the shrubs? add some shrubs and itll be 10/10[/quote]

[img]https://vignette.wikia.nocookie.net/villains/images/e/ed/Originalni.jpg/revision/latest?cb=20151221121734[/img]
7
#7
-2 Frags +
scopeI think many people don't like "houses" on the middle point, it should be open from all side. Nice map nonetheless :)

Well, I disagree. What I want is not to play maps that are clones of each other. This one looks different enough, and does not have the problem of rampant backcaps commonly found in custom maps (bazilion, sunshine, croissant).

With that said, more things to play around and give cover on mid would be nice. For example, some train tracks or train carts crossing the mid, or whatever. It's not the most important. What's important is chokes, and flow between zones, and besides the cramped lobby from mid to second, this map nails it.

[quote=scope]I think many people don't like "houses" on the middle point, it should be open from all side. Nice map nonetheless :)[/quote]

Well, I disagree. What I want is not to play maps that are clones of each other. This one looks different enough, and does not have the problem of rampant backcaps commonly found in custom maps (bazilion, sunshine, croissant).

With that said, more things to play around and give cover on mid would be nice. For example, some train tracks or train carts crossing the mid, or whatever. It's not the most important. What's important is chokes, and flow between zones, and besides the cramped lobby from mid to second, this map nails it.
8
#8
0 Frags +

I heavily dislike mid in most aspects. I feel like its a reskinned foundry
Lobby areas between 2nd and mid, while they have a good flow they also feel a bit choke-y
2nd right side (def PoV) is nothing but vast area which has pretty much no purpose and feels awkward (also the displacement texturing is a bit off, its kinda everywhere)
2nd overally feels a bit too tall in my opinion compared to rest of the geometry.
https://i.imgur.com/yxjvuKF.jpg <- I love this area
Last feels like the unwanted child of reckoner and logjam.

I heavily dislike mid in most aspects. I feel like its a reskinned foundry
Lobby areas between 2nd and mid, while they have a good flow they also feel a bit choke-y
2nd right side (def PoV) is nothing but vast area which has pretty much no purpose and feels awkward (also the displacement texturing is a bit off, its kinda everywhere)
2nd overally feels a bit too tall in my opinion compared to rest of the geometry.
https://i.imgur.com/yxjvuKF.jpg <- I love this area
Last feels like the unwanted child of reckoner and logjam.
9
#9
0 Frags +

I like the simplicity of the map for sure and the 2nd point is actually cool and unique, im interested to see how it plays.

major issue just from walking around gameplay wise is going to be how fast you can get from point to point, this map is VERY short and i really think it needs to scaled up a bit, competitive wise if you roll middle you will be on last with your full team before the enemy team even spawns, it takes 4 seconds for a scout to run from middle point to 2nd point.

The format of middle just really isn't interactive at all, only point of interest is really the house in middle which will make for a huge mess as every single person on both teams wants control of that area and nothing else is worth taking control of. also the last is fairly flat and awkward for attacks and defenders but i would need to playtest it for more details.

Id prolly start there and see if we can see some playtests!

I like the simplicity of the map for sure and the 2nd point is actually cool and unique, im interested to see how it plays.

major issue just from walking around gameplay wise is going to be how fast you can get from point to point, this map is VERY short and i really think it needs to scaled up a bit, competitive wise if you roll middle you will be on last with your full team before the enemy team even spawns, it takes 4 seconds for a scout to run from middle point to 2nd point.

The format of middle just really isn't interactive at all, only point of interest is really the house in middle which will make for a huge mess as every single person on both teams wants control of that area and nothing else is worth taking control of. also the last is fairly flat and awkward for attacks and defenders but i would need to playtest it for more details.

Id prolly start there and see if we can see some playtests!
10
#10
0 Frags +

Couple of buds and myself jumped around on it. Our thoughts:

Middle: It feels like this mid will have a 4 man rush onto the high ground with the demo spamming up. The mid feels very small with not enough high ground or objects to move around or onto. Except for the house which is too big. Rollouts are very fast with demos making it to mid in like 12 secs ish, and roamers are just able to fly in very fast. The walls on mid make one feel like they are in a box and add to the small sense of the mid.

Second: Really flat with too little high ground to play around. Adding more things to play around could help this point.

Last: Best point in the map. However it felt very standard or bland. Adding some charming elements or adding an interesting gameplay aspect to it could help it a lot. Feels very "left entrance, right entrance, middle entrace" with no uniqueness to it.

Transitions: Very quick to move from point to point. You walk through one doorway and you're into the next point with no lobby areas separating the points. Feels very 3cp in terms of size.

Definitely potential within the map. The mid definitely will be interesting regarding rollouts strats and how well people could play around their roamer fast bombing.

Couple of buds and myself jumped around on it. Our thoughts:

Middle: It feels like this mid will have a 4 man rush onto the high ground with the demo spamming up. The mid feels very small with not enough high ground or objects to move around or onto. Except for the house which is too big. Rollouts are very fast with demos making it to mid in like 12 secs ish, and roamers are just able to fly in very fast. The walls on mid make one feel like they are in a box and add to the small sense of the mid.

Second: Really flat with too little high ground to play around. Adding more things to play around could help this point.

Last: Best point in the map. However it felt very standard or bland. Adding some charming elements or adding an interesting gameplay aspect to it could help it a lot. Feels very "left entrance, right entrance, middle entrace" with no uniqueness to it.

Transitions: Very quick to move from point to point. You walk through one doorway and you're into the next point with no lobby areas separating the points. Feels very 3cp in terms of size.

Definitely potential within the map. The mid definitely will be interesting regarding rollouts strats and how well people could play around their roamer fast bombing.
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