Upvote Upvoted 33 Downvote Downvoted
cp_alamosa (5cp)
1
#1
0 Frags +

Been messing around with a 5cp map idea for a little while now. Decently happy where it's at design wise at this point, interested to hear what people think.

Pay no attention to the man behind the curtain....

Lot of dev happening the past week after the map showcase. All chronicled on stream / tf2maps.net if you're interested.

cp_alamosa_b12: https://tf2maps.net/downloads/alamosa.7284/history

lots of little things and some better textures but still definitely not detailed

changes:

Show Content
-fixed some displacements at 2nd not being flush to the arch building
-fixed some shadow issues on the rocks at 2nd
-lowered the arch bridge on 2nd a little bit
-raised the roof in lobby so that all of upper lobby matches
-changed the dropdown exit on mid to make it less awkward
-clipped an awkward corner leading towards dropdown in house
-clipped an awkward corner pushing into last
-removed an awkward wall in lobby
-removed a weird spot underneath the batts exit in lobby
-smoothed lobby out a bit
-got rid of an awkward spot in right lobby heading out to shutter
-adjusted the size and positioning of the pole in house
-fixed a weird block sticking out of watchtower on 2nd
-adjusted a ramp in alley to make it flush with the block
-adjusted the weird super acute corner in alley to be a 90 degree corner
-adjusted the arches in dark to be higher and a little sharper so they're harder to bump into
-smoothed the high ground on mid out a bit
-adjusted the location of a crate by 2nd to make it flush to a wall
-changed the left hallway exit of lobby a bit to make it a little more interesting
-added some lights to the underside of the bridge at last
-cleaned up some more awkward geometry by the arches at last
-got rid of some awkward barrels in front of last
-fixed a weird point in the displacements on mid
-got rid of the super thin fence on 2nd
-fixed arches not aligning correctly on the arched structure on 2nd
-adjusted a corner at choke to make things a bit smoother
-added a support pillar to hold up 2nd point
-made the doors in house a little bit bigger
-smoothed out the area below batts and moved forward spawn
-changed a bunch of textures to make the map look less shitty
-added some blood splatters in the jail cells

screens:

https://i.imgur.com/0Iu5Jwn.jpg

https://i.imgur.com/mvw1Qu5.jpg

https://i.imgur.com/fPcR6aB.jpg

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

https://i.imgur.com/DFXey0g.jpg

https://i.imgur.com/vaYlu0p.jpg

https://i.imgur.com/olrul9H.jpg

https://i.imgur.com/t3cwiKJ.jpg

https://i.imgur.com/OlfjxG9.jpg

https://i.imgur.com/6cX2My6.jpg

Been messing around with a 5cp map idea for a little while now. Decently happy where it's at design wise at this point, interested to hear what people think.

Pay no attention to the man behind the curtain....

Lot of dev happening the past week after the map showcase. All chronicled on stream / tf2maps.net if you're interested.

cp_alamosa_b12: https://tf2maps.net/downloads/alamosa.7284/history

lots of little things and some better textures but still definitely not detailed

changes:
[spoiler]-fixed some displacements at 2nd not being flush to the arch building
-fixed some shadow issues on the rocks at 2nd
-lowered the arch bridge on 2nd a little bit
-raised the roof in lobby so that all of upper lobby matches
-changed the dropdown exit on mid to make it less awkward
-clipped an awkward corner leading towards dropdown in house
-clipped an awkward corner pushing into last
-removed an awkward wall in lobby
-removed a weird spot underneath the batts exit in lobby
-smoothed lobby out a bit
-got rid of an awkward spot in right lobby heading out to shutter
-adjusted the size and positioning of the pole in house
-fixed a weird block sticking out of watchtower on 2nd
-adjusted a ramp in alley to make it flush with the block
-adjusted the weird super acute corner in alley to be a 90 degree corner
-adjusted the arches in dark to be higher and a little sharper so they're harder to bump into
-smoothed the high ground on mid out a bit
-adjusted the location of a crate by 2nd to make it flush to a wall
-changed the left hallway exit of lobby a bit to make it a little more interesting
-added some lights to the underside of the bridge at last
-cleaned up some more awkward geometry by the arches at last
-got rid of some awkward barrels in front of last
-fixed a weird point in the displacements on mid
-got rid of the super thin fence on 2nd
-fixed arches not aligning correctly on the arched structure on 2nd
-adjusted a corner at choke to make things a bit smoother
-added a support pillar to hold up 2nd point
-made the doors in house a little bit bigger
-smoothed out the area below batts and moved forward spawn
-changed a bunch of textures to make the map look less shitty
-added some blood splatters in the jail cells

[/spoiler]

screens:
[img]https://i.imgur.com/0Iu5Jwn.jpg[/img]
[img]https://i.imgur.com/mvw1Qu5.jpg[/img]
[img]https://i.imgur.com/fPcR6aB.jpg[/img]
[img]https://i.imgur.com/AGKnWCE.jpg[/img]
[img]https://i.imgur.com/DFXey0g.jpg[/img]
[img]https://i.imgur.com/vaYlu0p.jpg[/img]
[img]https://i.imgur.com/olrul9H.jpg[/img]
[img]https://i.imgur.com/t3cwiKJ.jpg[/img]
[img]https://i.imgur.com/OlfjxG9.jpg[/img]
[img]https://i.imgur.com/6cX2My6.jpg[/img]
2
#2
-9 Frags +

better than cardinal

better than cardinal
3
#3
refresh.tf
4 Frags +

These are my thoughts after just running around the map for a while, so take it with a grain of salt
((I didn't check any timings or forward spawn positions or stuff like that))

Positives:
- I think the last is very interesting, especially with all the entrances. It could potentially be really fun to play on.
- The lobby layout is really well designed imo, every part connects to each door to last and each door to second which will definately make backcap
- The flank that goes "under" choke is really cool and such paths are underused in this game in my opinion
- Mid has a lot of potential, it looks really interesting

Criticisms: (in no certain order)
The light_env is very... orange? distracting imo:

https://i.imgur.com/c8Lgg6x.jpg

To avoid monstrocities like this...:

https://i.imgur.com/0ZTOcBF.jpg

you can probably just raise the ceiling of the MIDDLE lobby area (others I think are fine as they are maybe):

https://i.imgur.com/7XAWsSB.jpg

this position may be a bit too strong for holding last:

https://i.imgur.com/ioKB1B5.jpg

this position may be a bit too strong for holding 4th:

https://i.imgur.com/q6WOZDS.jpg

this flank (all of it) has some bad, unfun geometry and seems to be a bit too tight really:

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

i think it's going to be impossible to push into mid from choke since a sniper can fuck you completely from these 3 angles:

https://i.imgur.com/YNm0IqE.jpg

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

https://i.imgur.com/5Sb6996.jpg

this sniper angle denies the 2 best ways to push into 2nd with (because of the other flank that I mentioned earlier):

https://i.imgur.com/ZrHIkk2.jpg

these 2 also contribute to making it hard 2 push choke:

https://i.imgur.com/E91QpXt.jpg

https://i.imgur.com/80kGvfO.jpg

i think there might not be any "good" position for a combo to hold choke with: (which may not necessarily be a problem? eg process)

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

not sure i agree with health packs this close to the fighting area (and also the cap itself):

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

These are my thoughts after just running around the map for a while, so take it with a grain of salt
((I didn't check any timings or forward spawn positions or stuff like that))

Positives:
- I think the last is very interesting, especially with all the entrances. It could potentially be really fun to play on.
- The lobby layout is really well designed imo, every part connects to each door to last and each door to second which will definately make backcap
- The flank that goes "under" choke is really cool and such paths are underused in this game in my opinion
- Mid has a lot of potential, it looks really interesting

Criticisms: (in no certain order)
The light_env is very... orange? distracting imo:
[img]https://i.imgur.com/c8Lgg6x.jpg[/img]

To avoid monstrocities like this...:
[img]https://i.imgur.com/0ZTOcBF.jpg[/img]

you can probably just raise the ceiling of the MIDDLE lobby area (others I think are fine as they are maybe):
[img]https://i.imgur.com/7XAWsSB.jpg[/img]

this position may be a bit too strong for holding last:
[img]https://i.imgur.com/ioKB1B5.jpg[/img]

this position may be a bit too strong for holding 4th:
[img]https://i.imgur.com/q6WOZDS.jpg[/img]

this flank (all of it) has some bad, unfun geometry and seems to be a bit too tight really:
[img]https://i.imgur.com/PaMyHMJ.jpg[/img]

i think it's going to be impossible to push into mid from choke since a sniper can fuck you completely from these 3 angles:
[img]https://i.imgur.com/YNm0IqE.jpg[/img]
[img]https://i.imgur.com/fsKTURX.jpg[/img]
[img]https://i.imgur.com/5Sb6996.jpg[/img]

this sniper angle denies the 2 best ways to push into 2nd with (because of the other flank that I mentioned earlier):
[img]https://i.imgur.com/ZrHIkk2.jpg[/img]

these 2 also contribute to making it hard 2 push choke:
[img]https://i.imgur.com/E91QpXt.jpg[/img]
[img]https://i.imgur.com/80kGvfO.jpg[/img]

i think there might not be any "good" position for a combo to hold choke with: (which may not necessarily be a problem? eg process)
[img]https://i.imgur.com/hQspLHD.jpg[/img]

not sure i agree with health packs this close to the fighting area (and also the cap itself):
[img]https://i.imgur.com/klbffZt.jpg[/img]
4
#4
2 Frags +

Hyce give me the swamp themed map I’ve always wanted...

Hyce give me the swamp themed map I’ve always wanted...
5
#5
3 Frags +

cp_alamosa_a2

https://tf2maps.net/downloads/alamosa.7284/history

changes:

Show Content
-removed the doorframe top in lobby
-moved the upper right ramp out of lobby to last to the right and adjusted a few doors to limit a sightline
-changed the bridge's material at last so you can't splash through
-added a small block next to the fences on mid so scouts can get on top of height more easily
-removed lazy lip at mid and made it hazard texture so you can see the cap area
-removed a wall in lobby
-removed the big box rock at 2nd and replaced it with a much larger ramp
-made it so you can't stand on top of the shutter at lobby
-fixed a bit of invisible floor at 2nd
-made cap point outlines for 2nd and last
-added a fence across the 2nd point bridge to deal with sightlines
-made the rock outside of lobby much smaller so that it's more open there
-made the roof over lobby's exit to last much taller to make it more obvious you can't stand there
-made the light less orange
-brightened up the map overall
-modified a wall by choke to allow additional high ground at mid to allow scouts to get up to height more easily

https://i.imgur.com/b65KFZj.jpg

https://i.imgur.com/H5qD3X9.jpg

https://i.imgur.com/Iqgvk9o.jpg

https://i.imgur.com/oS0ZNCt.jpg

https://i.imgur.com/iET9Y32.jpg

https://i.imgur.com/KTCdKQ6.jpg

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

https://i.imgur.com/hUeKh1G.jpg

https://i.imgur.com/nNsiF02.jpg

cp_alamosa_a2

https://tf2maps.net/downloads/alamosa.7284/history

changes:
[spoiler]-removed the doorframe top in lobby
-moved the upper right ramp out of lobby to last to the right and adjusted a few doors to limit a sightline
-changed the bridge's material at last so you can't splash through
-added a small block next to the fences on mid so scouts can get on top of height more easily
-removed lazy lip at mid and made it hazard texture so you can see the cap area
-removed a wall in lobby
-removed the big box rock at 2nd and replaced it with a much larger ramp
-made it so you can't stand on top of the shutter at lobby
-fixed a bit of invisible floor at 2nd
-made cap point outlines for 2nd and last
-added a fence across the 2nd point bridge to deal with sightlines
-made the rock outside of lobby much smaller so that it's more open there
-made the roof over lobby's exit to last much taller to make it more obvious you can't stand there
-made the light less orange
-brightened up the map overall
-modified a wall by choke to allow additional high ground at mid to allow scouts to get up to height more easily
[/spoiler]

[img]https://i.imgur.com/b65KFZj.jpg[/img]
[img]https://i.imgur.com/H5qD3X9.jpg[/img]
[img]https://i.imgur.com/Iqgvk9o.jpg[/img]
[img]https://i.imgur.com/oS0ZNCt.jpg[/img]
[img]https://i.imgur.com/iET9Y32.jpg[/img]
[img]https://i.imgur.com/KTCdKQ6.jpg[/img]
[img]https://i.imgur.com/vTkynkG.jpg[/img]
[img]https://i.imgur.com/hUeKh1G.jpg[/img]
[img]https://i.imgur.com/nNsiF02.jpg[/img]
6
#6
1 Frags +

map has major potential, we had some really fun playtests on it and its only in alpha lol definitely a map to look for in the future

map has major potential, we had some really fun playtests on it and its only in alpha lol definitely a map to look for in the future
7
#7
5 Frags +

on last, the low ground entrance is a little like cardinal last. and in my experience that area of cardinal is dead space that no one really bothers with because it's too big of a disadvantage to be down there. maybe consider making it more like snakewater's low entrance, where you can still push in through it at least occasionally.

on second, that battlements/sniper spot on the top left of defense can watch far right, the low entrance from mid, and the left path to the point. seems too strong, especially because it's hard to bomb (you can skip across top of point pretty easily but the sniper can also duck into the tunnel). a small adjustment to an existing fence would block the lower sightline.

i like lobby a lot. i think it would look better if the left and right ramps up from lower weren't symmetrical.

i got the overall impression there were slightly too many ways to get everywhere. especially around mid.

you can stand on the barbed wire fence on two. dunno if you intended that or not.

the demo rollouts have a lot of potential.

high ground on two seems too strong. a soldier can sit up there, spam every entrance. scout can deny bombs. also, there are several places you can stand as demo where you can see your traps on all four paths from mid to two, including some opportunities for deep traps. i feel like most maps punish demos for watching deep traps by forcing them to overextend a bit, but this one doesn't.

one of the entrances into last should have a shutter.

*take this with a grain of salt; i just jumped around for a while, haven't played on the map.

on last, the low ground entrance is a little like cardinal last. and in my experience that area of cardinal is dead space that no one really bothers with because it's too big of a disadvantage to be down there. maybe consider making it more like snakewater's low entrance, where you can still push in through it at least occasionally.

on second, that battlements/sniper spot on the top left of defense can watch far right, the low entrance from mid, and the left path to the point. seems too strong, especially because it's hard to bomb (you can skip across top of point pretty easily but the sniper can also duck into the tunnel). a small adjustment to an existing fence would block the lower sightline.

i like lobby a lot. i think it would look better if the left and right ramps up from lower weren't symmetrical.

i got the overall impression there were slightly too many ways to get everywhere. especially around mid.

you can stand on the barbed wire fence on two. dunno if you intended that or not.

the demo rollouts have a lot of potential.

high ground on two seems too strong. a soldier can sit up there, spam every entrance. scout can deny bombs. also, there are several places you can stand as demo where you can see your traps on all four paths from mid to two, including some opportunities for deep traps. i feel like most maps punish demos for watching deep traps by forcing them to overextend a bit, but this one doesn't.

one of the entrances into last should have a shutter.

*take this with a grain of salt; i just jumped around for a while, haven't played on the map.
8
#8
0 Frags +

cp_alamosa_a4

(thanks for the feedback everyone, I looked into making the ramps in lobby non-symmetrical... going to take more of a rework than just a quick move because of how the ramps line up towards underneath / vertical clearance. Maybe later if it's a big deal)

https://tf2maps.net/downloads/alamosa.7284/history

Changes:

Show Content
a2->3
minor change at choke

a3-A4
-made the choke sightline blocker symmetrical
-majorly adjusted respawn times
-made the roof above rollout smooth
-made rollout's wall a mesh so you can see through it
-fixed a tiny sightline from upper lobby to 2nd
-made HP in flank building on mid a small
-added a box
-made porch longer
-made the fences on 2nd so you can't stand on them
-fixed a glitchy shutter door trigger
-moved forward spawn on 2nd back towards lobby and made it come out a wider shutter
-added a fence on 2nd to block the sightline to lobby
-made the sniper fences on mid slightly shorter
-moved spawn back a bit at last to make it so you can rotate behind point to kite
-moved point toward lobby a bit, put it on the raised platform

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

https://i.imgur.com/2WV6EfB.jpg

https://i.imgur.com/Qege5Ft.jpg

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

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

cp_alamosa_a4

(thanks for the feedback everyone, I looked into making the ramps in lobby non-symmetrical... going to take more of a rework than just a quick move because of how the ramps line up towards underneath / vertical clearance. Maybe later if it's a big deal)

https://tf2maps.net/downloads/alamosa.7284/history

Changes: [spoiler]a2->3
minor change at choke

a3-A4
-made the choke sightline blocker symmetrical
-majorly adjusted respawn times
-made the roof above rollout smooth
-made rollout's wall a mesh so you can see through it
-fixed a tiny sightline from upper lobby to 2nd
-made HP in flank building on mid a small
-added a box
-made porch longer
-made the fences on 2nd so you can't stand on them
-fixed a glitchy shutter door trigger
-moved forward spawn on 2nd back towards lobby and made it come out a wider shutter
-added a fence on 2nd to block the sightline to lobby
-made the sniper fences on mid slightly shorter
-moved spawn back a bit at last to make it so you can rotate behind point to kite
-moved point toward lobby a bit, put it on the raised platform
[/spoiler]

[img]https://i.imgur.com/gnBYAWp.jpg[/img]
[img]https://i.imgur.com/2WV6EfB.jpg[/img]
[img]https://i.imgur.com/Qege5Ft.jpg[/img]
[img]https://i.imgur.com/wyeAvai.jpg[/img]
[img]https://i.imgur.com/mvYsyOE.jpg[/img]
9
#9
1 Frags +

If you're going to keep the lighting, I'd love to see an evening theme. Streetlights and such would be cool (as long as ut's optimized). I'll see about getting it played in some inhouses for testing.

If you're going to keep the lighting, I'd love to see an evening theme. Streetlights and such would be cool (as long as ut's optimized). I'll see about getting it played in some inhouses for testing.
10
#10
0 Frags +

Would appreciate it. We've been playing inhouses and working through it and getting great feedback so far. Theme is pretty much wide open at this point, no clue how it will end up. Whatever the theme / lighting situation ends up being, it's going to be good for 6v6 - typically night maps / snowy maps don't usually work out well from what I recall, so it's probably going to be daytime.

Would appreciate it. We've been playing inhouses and working through it and getting great feedback so far. Theme is pretty much wide open at this point, no clue how it will end up. Whatever the theme / lighting situation ends up being, it's going to be good for 6v6 - typically night maps / snowy maps don't usually work out well from what I recall, so it's probably going to be daytime.
11
#11
3 Frags +

cp_alamosa_a5

https://tf2maps.net/downloads/alamosa.7284/history

changes:

Show Content
a4->a5
-added a small bit of height on the backside of the sniper fence at 2nd
-fixed the graphic glitch with the bridge fence
-added crates by the big container on 2nd to allow all classes up to the container at 2nd
-added a small lip on the dropdown at mid to prevent the tiny sightline from dropdown to dropdown
-fixed a displacement that wasn't flush by 2nd forward spawn
-fixed being able to get on top of spawn at last
-made the supports underneath dropdown at mid mesh so you can see through the right side of mid
-fixed the forward spawn door eating you @2nd
-adjusted spawn locations in the forward spawn on 2nd so that you don't automatically open the shutter
-adjusted the displacement floor on 2nd so you can jump into the box by the bridge
-added a shutter on the mid side of house
-adjusted the size of the bridge and ramp at 2nd
-adjusted the choke sightline a bit to make it easier to hold on 2nd
-lowered the point down to the main height of last
-raised spawn at last just a hair
-adjusted actual spawn points in the last spawnroom
-adjusted the left side of lobby and the left exit onto 2nd so that you can't be seen from the roof
-removed one of the orange bits by the arches on mid to prevent all classes from accessing height
-added a connector under the big brick on mid in the corners
-adjusted the ramps / death trap on mid
-moved the small ammopacks on mid to be near dropdown rather than be on the point
-added a box on last for climbing

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

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

https://i.imgur.com/Kj6jc95.jpg

https://i.imgur.com/ufC5rMX.jpg

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

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

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

https://i.imgur.com/TSPZK8l.jpg

https://i.imgur.com/Y4t1UrK.jpg

cp_alamosa_a5

https://tf2maps.net/downloads/alamosa.7284/history

changes:
[spoiler]
a4->a5
-added a small bit of height on the backside of the sniper fence at 2nd
-fixed the graphic glitch with the bridge fence
-added crates by the big container on 2nd to allow all classes up to the container at 2nd
-added a small lip on the dropdown at mid to prevent the tiny sightline from dropdown to dropdown
-fixed a displacement that wasn't flush by 2nd forward spawn
-fixed being able to get on top of spawn at last
-made the supports underneath dropdown at mid mesh so you can see through the right side of mid
-fixed the forward spawn door eating you @2nd
-adjusted spawn locations in the forward spawn on 2nd so that you don't automatically open the shutter
-adjusted the displacement floor on 2nd so you can jump into the box by the bridge
-added a shutter on the mid side of house
-adjusted the size of the bridge and ramp at 2nd
-adjusted the choke sightline a bit to make it easier to hold on 2nd
-lowered the point down to the main height of last
-raised spawn at last just a hair
-adjusted actual spawn points in the last spawnroom
-adjusted the left side of lobby and the left exit onto 2nd so that you can't be seen from the roof
-removed one of the orange bits by the arches on mid to prevent all classes from accessing height
-added a connector under the big brick on mid in the corners
-adjusted the ramps / death trap on mid
-moved the small ammopacks on mid to be near dropdown rather than be on the point
-added a box on last for climbing
[/spoiler]

[img]https://i.imgur.com/fbOdqoa.jpg[/img]
[img]https://i.imgur.com/UvVFUvr.jpg[/img]
[img]https://i.imgur.com/Kj6jc95.jpg[/img]
[img]https://i.imgur.com/ufC5rMX.jpg[/img]
[img]https://i.imgur.com/iQAFiTI.jpg[/img]
[img]https://i.imgur.com/bjwDFyj.jpg[/img]
[img]https://i.imgur.com/xOfsRhc.jpg[/img]
[img]https://i.imgur.com/TSPZK8l.jpg[/img]
[img]https://i.imgur.com/Y4t1UrK.jpg[/img]
12
#12
refresh.tf
0 Frags +

this thing will make it easier for scouts to reach the highground (which i think is your intent) but personally, I would like to see a map that doesn't give scouts highground for free:

https://i.imgur.com/IXB3hNg.jpg?1

this thing will make it easier for scouts to reach the highground (which i think is your intent) but personally, I would like to see a map that doesn't give scouts highground for free:
[img]https://i.imgur.com/IXB3hNg.jpg?1[/img]
13
#13
3 Frags +
HyceWould appreciate it. We've been playing inhouses and working through it and getting great feedback so far. Theme is pretty much wide open at this point, no clue how it will end up. Whatever the theme / lighting situation ends up being, it's going to be good for 6v6 - typically night maps / snowy maps don't usually work out well from what I recall, so it's probably going to be daytime.

Snowy only is bad because people think it drops frames when it's just the weather effects.

[quote=Hyce]Would appreciate it. We've been playing inhouses and working through it and getting great feedback so far. Theme is pretty much wide open at this point, no clue how it will end up. Whatever the theme / lighting situation ends up being, it's going to be good for 6v6 - typically night maps / snowy maps don't usually work out well from what I recall, so it's probably going to be daytime.[/quote]

Snowy only is bad because people think it drops frames when it's just the weather effects.
14
#14
0 Frags +
Collaidethis thing will make it easier for scouts to reach the highground (which i think is your intent) but personally, I would like to see a map that doesn't give scouts highground for free:
https://i.imgur.com/IXB3hNg.jpg?1

This spot isn’t actually as practical to use for scouts as it might seem; we have playtested this version of the map (a5) 12-13 times and the consensus is that the middle is very balanced for scouts and soldiers. Never actually seen a scout use this jump properly to great effect but it is a fun little skill jump for other classes :)

[quote=Collaide]this thing will make it easier for scouts to reach the highground (which i think is your intent) but personally, I would like to see a map that doesn't give scouts highground for free:
[img]https://i.imgur.com/IXB3hNg.jpg?1[/img][/quote]

This spot isn’t actually as practical to use for scouts as it might seem; we have playtested this version of the map (a5) 12-13 times and the consensus is that the middle is very balanced for scouts and soldiers. Never actually seen a scout use this jump properly to great effect but it is a fun little skill jump for other classes :)
15
#15
2 Frags +

cp_alamosa_b1

Now with 100% more texturing!

https://tf2maps.net/downloads/alamosa.7284/history

Trying out a dusk / swamp theme so far. Nowhere near final, but wanted to make it easier to distinguish areas so here's textures.

Changes other than visuals:
-added another small box so all classes can climb the boxes at last
-added some fences on last to block the sightline from left spawn towards lobby
-added some props / geometry in the passageway behind last point
-added some arches and props at the right side of the last point
-adjusted the height on right side of last
-made forward spawn at 2nd point a lot bigger and adjusted spawn points and door trigger size

https://i.imgur.com/3YJ7NSV.jpg

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

https://i.imgur.com/xD19Hrm.jpg

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

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

https://i.imgur.com/MwQ4RJA.jpg

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

https://i.imgur.com/F8uoPB9.jpg

https://i.imgur.com/pFlQ1sh.jpg

cp_alamosa_b1

Now with 100% more texturing!

https://tf2maps.net/downloads/alamosa.7284/history

Trying out a dusk / swamp theme so far. Nowhere near final, but wanted to make it easier to distinguish areas so here's textures.

Changes other than visuals:
-added another small box so all classes can climb the boxes at last
-added some fences on last to block the sightline from left spawn towards lobby
-added some props / geometry in the passageway behind last point
-added some arches and props at the right side of the last point
-adjusted the height on right side of last
-made forward spawn at 2nd point a lot bigger and adjusted spawn points and door trigger size

[img]https://i.imgur.com/3YJ7NSV.jpg[/img]
[img]https://i.imgur.com/KCEEcHv.jpg[/img]
[img]https://i.imgur.com/xD19Hrm.jpg[/img]
[img]https://i.imgur.com/JkvKqlV.jpg[/img]
[img]https://i.imgur.com/JItbRaJ.jpg[/img]
[img]https://i.imgur.com/MwQ4RJA.jpg[/img]
[img]https://i.imgur.com/HlOACCf.jpg[/img]
[img]https://i.imgur.com/F8uoPB9.jpg[/img]
[img]https://i.imgur.com/pFlQ1sh.jpg[/img]
16
#16
1 Frags +

Hotfix - cp_alamosa_b2

adjusted sightline from upper right lobby to right spawn
made the map brighter overall
fixed a broken texture at the bridge on 2nd
fixed a missing texture in blue house
fixed broken I/O on the shutter at lobby that caused them to be linked
smoothed out the grass to the point at mid

Download link is the same!

Hotfix - cp_alamosa_b2

adjusted sightline from upper right lobby to right spawn
[b]made the map brighter overall[/b]
fixed a broken texture at the bridge on 2nd
fixed a missing texture in blue house
[b]fixed broken I/O on the shutter at lobby that caused them to be linked[/b]
smoothed out the grass to the point at mid

Download link is the same!
17
#17
3 Frags +

cp_alamosa_b3

-made the lower right exit of last (pushing to 2nd) a little narrower and adjusted the door to be less thick
adjusted the geometry a touch at last
-clipped the little lip on dropdown better at mid
-raised the wall at 2nd by choke for c-tap double bombs
-fixed several missing textures by the lobby shutter on red 2nd
-added more lighting in alley
-added more lighting behind point
-added more lighting leaving lobby thru the middle exit on 2nd
-added lighting in the high ground hut on 2nd
-fixed the way the walls line up at the sides of the shutter in lobby
-moved forward spawn on 2nd to make it less spammable and a better exit / spawn feel
-shortened the overhang out of middle exit of lobby onto 2nd
-raised the middle exit of lobby onto 2nd by a bit
-added prison theming

https://tf2maps.net/downloads/alamosa.7284/history

https://i.imgur.com/04KVETC.jpg

https://i.imgur.com/7RRHeSa.jpg

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

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

cp_alamosa_b3

-made the lower right exit of last (pushing to 2nd) a little narrower and adjusted the door to be less thick
adjusted the geometry a touch at last
-clipped the little lip on dropdown better at mid
-raised the wall at 2nd by choke for c-tap double bombs
-fixed several missing textures by the lobby shutter on red 2nd
-added more lighting in alley
-added more lighting behind point
-added more lighting leaving lobby thru the middle exit on 2nd
-added lighting in the high ground hut on 2nd
-fixed the way the walls line up at the sides of the shutter in lobby
-moved forward spawn on 2nd to make it less spammable and a better exit / spawn feel
-shortened the overhang out of middle exit of lobby onto 2nd
-raised the middle exit of lobby onto 2nd by a bit
-added prison theming

https://tf2maps.net/downloads/alamosa.7284/history

[img]https://i.imgur.com/04KVETC.jpg[/img]
[img]https://i.imgur.com/7RRHeSa.jpg[/img]
[img]https://i.imgur.com/AoEjFfE.jpg[/img]
[img]https://i.imgur.com/FBIuVEr.jpg[/img]
18
#18
2 Frags +

Pay no attention to the man behind the curtain....

Lot of dev happening the past week after the map showcase. All chronicled on stream / tf2maps.net if you're interested.

Let me present: cp_alamosa_b6f

https://tf2maps.net/downloads/alamosa.7284/history

changes from b3->b6

Show Content
b3->b4
made forward spawn doors have no entry signs on them
made main spawn doors have windows on them
made the cages underneath dropdown on mid smaller
made dungeon only tie into one side of lobby
broke one of the arches at mid to split the high ground up a bit
removed the sniper fences on mid
made the middle nipple slightly more erect
removed the big house on 2nd
entirely reworked the geometry of 2nd
reworked alley

b4->b5

-adjusted the displacements at 2nd so you can't get stuck going into flank
-deleted remnants of old floodlights on blue valley
-made the height of the fence on 2nd taller
-made underneath 2nd point bridge wider
-fixed being able to stand on a bit of wall in valley
-added a small HP/ammo on last
-made the wall towards flank on 2nd see-thru
-opened up the tower on 2nd
-adjusted the sightline thru valley
-added a catwalk on 2nd's tower for height play
-added a small walkway on either mid tower...

b5->b6
-fixed an invisible ceiling @2nd
-made it easier to get on the bridge from last side @2nd
-lowered the highground @2nd
-moved the health and ammo on 2nd to make the centralized
-adjusted the geometry under 2nd to make it easier to bomb out of under
-adjusted geometry @2nd to make the ramps smoother
-made it so you can cap from on top of the block at 2nd
-made the awning on mid a bit different and less op

b6->b6f
fixed a hole at 2nd that I tore in the floor.

Shit happens, man.

https://i.imgur.com/xqUZy4j.jpg

https://i.imgur.com/nOplyX8.jpg

https://i.imgur.com/E7Vw0F0.jpg

https://i.imgur.com/XZ3jN40.jpg

https://i.imgur.com/icml4Iq.jpg

https://i.imgur.com/R0hgllk.jpg

https://i.imgur.com/L9HvDKL.jpg

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

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

Pay no attention to the man behind the curtain....

Lot of dev happening the past week after the map showcase. All chronicled on stream / tf2maps.net if you're interested.

Let me present: cp_alamosa_b6f

https://tf2maps.net/downloads/alamosa.7284/history

changes from b3->b6
[spoiler]
b3->b4
made forward spawn doors have no entry signs on them
made main spawn doors have windows on them
made the cages underneath dropdown on mid smaller
made dungeon only tie into one side of lobby
broke one of the arches at mid to split the high ground up a bit
removed the sniper fences on mid
made the middle nipple slightly more erect
removed the big house on 2nd
entirely reworked the geometry of 2nd
reworked alley

b4->b5

-adjusted the displacements at 2nd so you can't get stuck going into flank
-deleted remnants of old floodlights on blue valley
-made the height of the fence on 2nd taller
-made underneath 2nd point bridge wider
-fixed being able to stand on a bit of wall in valley
-added a small HP/ammo on last
-made the wall towards flank on 2nd see-thru
-opened up the tower on 2nd
-adjusted the sightline thru valley
-added a catwalk on 2nd's tower for height play
-added a small walkway on either mid tower...

b5->b6
-fixed an invisible ceiling @2nd
-made it easier to get on the bridge from last side @2nd
-lowered the highground @2nd
-moved the health and ammo on 2nd to make the centralized
-adjusted the geometry under 2nd to make it easier to bomb out of under
-adjusted geometry @2nd to make the ramps smoother
-made it so you can cap from on top of the block at 2nd
-made the awning on mid a bit different and less op

b6->b6f
fixed a hole at 2nd that I tore in the floor.

Shit happens, man.

[/spoiler]
[img]https://i.imgur.com/xqUZy4j.jpg[/img]
[img]https://i.imgur.com/nOplyX8.jpg[/img]
[img]https://i.imgur.com/E7Vw0F0.jpg[/img]
[img]https://i.imgur.com/XZ3jN40.jpg[/img]
[img]https://i.imgur.com/icml4Iq.jpg[/img]
[img]https://i.imgur.com/R0hgllk.jpg[/img]
[img]https://i.imgur.com/L9HvDKL.jpg[/img]
[img]https://i.imgur.com/UuhTIiB.jpg[/img]
[img]https://i.imgur.com/MmzcUld.jpg[/img]
19
#19
7 Frags +

https://imgur.com/a/afzS3Kl

https://imgur.com/a/afzS3Kl
20
#20
1 Frags +

Crib,

Thanks for the feedback. Will be digging into that soon.

For now, here's a hot-hotfix of b6 now called b6fl with better lighting on 2nd point.

https://tf2maps.net/downloads/alamosa.7284/history

Crib,

Thanks for the feedback. Will be digging into that soon.

For now, here's a hot-hotfix of b6 now called b6fl with better lighting on 2nd point.

https://tf2maps.net/downloads/alamosa.7284/history
21
#21
1 Frags +

cp_alamosa_b7

https://tf2maps.net/downloads/alamosa.7284/history

changes:

Show Content
-increased the skybox brightness
-fixed a dumb sniper sightline between the house on mid and 2nd
-adjusted the ground leading to choke a bit
-fixed a broken skybox that made it so you could see into lobby from last
-made the map actually symmetrical at 2nd (ramps to house were wrong from red to blue side)
-adjusted the ramps up t house to be less chokey
-adjusted the support beams on the main upper exit from lobby
-adjusted the displacement ground at 2nd to be much less dished out / super low ground around
-adjust the rock at 2nd to be a little taller and moved it forward a bit
-adjusted the big wall by choke to make it so you can't snipe from middle point to behind 2nd point

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

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

https://i.imgur.com/Y2MZU7a.jpg

https://i.imgur.com/xs4MnZw.jpg

cp_alamosa_b7

https://tf2maps.net/downloads/alamosa.7284/history

changes:
[spoiler]
-increased the skybox brightness
-fixed a dumb sniper sightline between the house on mid and 2nd
-adjusted the ground leading to choke a bit
-fixed a broken skybox that made it so you could see into lobby from last
-made the map actually symmetrical at 2nd (ramps to house were wrong from red to blue side)
-adjusted the ramps up t house to be less chokey
-adjusted the support beams on the main upper exit from lobby
-adjusted the displacement ground at 2nd to be much less dished out / super low ground around
-adjust the rock at 2nd to be a little taller and moved it forward a bit
-adjusted the big wall by choke to make it so you can't snipe from middle point to behind 2nd point
[/spoiler]

[img]https://i.imgur.com/aVutGCQ.jpg[/img]
[img]https://i.imgur.com/BszYyis.jpg[/img]
[img]https://i.imgur.com/Y2MZU7a.jpg[/img]
[img]https://i.imgur.com/xs4MnZw.jpg[/img]
22
#22
1 Frags +

12 hours later, I present:

cp_alamosa_b8

https://tf2maps.net/downloads/alamosa.7284/history

changes:

Show Content
-smoothed out the right side of last a bit
-moved lightpole at 2nd to tuck it away a bit
-majorly changed how the house at 2nd comes out to 2nd; made it much more open, added a dropdown into the house
-adjusted the sightline blocker at choke to make it easier to deny bombs into 2nd
-added a pillar on mid to the left to help emphasize the left side
-added a small dropdown from the mid height to "dark"zz

https://i.imgur.com/n82YAac.jpg

https://i.imgur.com/w2hxIWM.jpg

https://i.imgur.com/bVpnS7d.jpg

https://i.imgur.com/DOCA90P.jpg

https://i.imgur.com/lpH8yFd.jpg

12 hours later, I present:

cp_alamosa_b8

https://tf2maps.net/downloads/alamosa.7284/history

changes:
[spoiler]
-smoothed out the right side of last a bit
-moved lightpole at 2nd to tuck it away a bit
-majorly changed how the house at 2nd comes out to 2nd; made it much more open, added a dropdown into the house
-adjusted the sightline blocker at choke to make it easier to deny bombs into 2nd
-added a pillar on mid to the left to help emphasize the left side
-added a small dropdown from the mid height to "dark"zz
[/spoiler]

[img]https://i.imgur.com/n82YAac.jpg[/img]
[img]https://i.imgur.com/w2hxIWM.jpg[/img]
[img]https://i.imgur.com/bVpnS7d.jpg[/img]
[img]https://i.imgur.com/DOCA90P.jpg[/img]
[img]https://i.imgur.com/lpH8yFd.jpg[/img]
23
#23
0 Frags +

cp_alamosa_b9

download: https://tf2maps.net/downloads/alamosa.7284/history

Changes:

Show Content
-added the missing health and ammo to red house
-added small health and ammo to the towers on 2nd
-added small ammo on mid below point
-added a structure over the bridge on 2nd to provide more cover and height
-raised the floor under the dropdown on mid a bit so that you don't take fall damage, added a dirtpile up to it
-looked into different chokes with no luck

Screens:

https://i.imgur.com/KyFwkp4.jpg

https://i.imgur.com/cy274EG.jpg

https://i.imgur.com/tJjG6ko.jpg

https://i.imgur.com/3kCEH5D.jpg

cp_alamosa_b9

download: https://tf2maps.net/downloads/alamosa.7284/history

Changes:
[spoiler]
-added the missing health and ammo to red house
-added small health and ammo to the towers on 2nd
-added small ammo on mid below point
-added a structure over the bridge on 2nd to provide more cover and height
-raised the floor under the dropdown on mid a bit so that you don't take fall damage, added a dirtpile up to it
-looked into different chokes with no luck[/spoiler]

Screens:
[img]https://i.imgur.com/KyFwkp4.jpg[/img]
[img]https://i.imgur.com/cy274EG.jpg[/img]
[img]https://i.imgur.com/tJjG6ko.jpg[/img]
[img]https://i.imgur.com/3kCEH5D.jpg[/img]
24
#24
0 Frags +

3 versions in 24 hours, POGCHAMP

How many new versions have the beautiful maps known as cp_granary and cp_badlands gotten recently? Haaaaaaaah

3 versions in 24 hours, POGCHAMP

How many new versions have the beautiful maps known as cp_granary and cp_badlands gotten recently? Haaaaaaaah
25
#25
refresh.tf
0 Frags +
Hyce3 versions in 24 hours, POGCHAMP

How many new versions have the beautiful maps known as cp_badlands gotten recently?

:(

[quote=Hyce]3 versions in 24 hours, POGCHAMP

How many new versions have the beautiful maps known as cp_badlands gotten recently?[/quote]
:(
26
#26
3 Frags +

Not a dig meant at you Collaide! :D

Prolands (and, pro gran, as it were) are both seeing active updates, of course. Was more stabbing at the NA TF2 scene, more than anything else...

Not a dig meant at you Collaide! :D

Prolands (and, pro gran, as it were) are both seeing active updates, of course. Was more stabbing at the NA TF2 scene, more than anything else...
27
#27
0 Frags +

cp_alamosa_b10 - https://tf2maps.net/downloads/alamosa.7284/history

Show Content
-removed the block on 2nd
-flattened out a lot of the geometry at 2nd
-extended the house on 2nd to be a bit over point
-opened up below 2nd point
-removed boxes at 2nd that allowed any class on top of height
-made the wall at choke a bit thicker
-made the ramp up to 2nd considerably wider
-removed weird pillars on mid
-fixed a weird corner on the highground at 2nd
-changed how upper main and rollout work on 2nd so that they connect as more of a battlements
-added a pick and some broken rocks for the chain gang on 2nd
-added a few sparse jail cells
-added searchlights at 2nd
-added sirens when you cap mid

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

https://i.imgur.com/EU3h2pY.jpg

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

https://i.imgur.com/g6uzXO8.jpg

https://i.imgur.com/o7UfrSF.jpg

https://i.imgur.com/JwH2JS2.jpg

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

https://i.imgur.com/fSXNV7H.jpg

cp_alamosa_b10 - https://tf2maps.net/downloads/alamosa.7284/history

[spoiler]-removed the block on 2nd
-flattened out a lot of the geometry at 2nd
-extended the house on 2nd to be a bit over point
-opened up below 2nd point
-removed boxes at 2nd that allowed any class on top of height
-made the wall at choke a bit thicker
-made the ramp up to 2nd considerably wider
-removed weird pillars on mid
-fixed a weird corner on the highground at 2nd
-changed how upper main and rollout work on 2nd so that they connect as more of a battlements
-added a pick and some broken rocks for the chain gang on 2nd
-added a few sparse jail cells
-added searchlights at 2nd
-added sirens when you cap mid
[/spoiler]

[img]https://i.imgur.com/undefined.jpg[/img]
[img]https://i.imgur.com/EU3h2pY.jpg[/img]
[img]https://i.imgur.com/LaQKvCi.jpg[/img]
[img]https://i.imgur.com/g6uzXO8.jpg[/img]
[img]https://i.imgur.com/o7UfrSF.jpg[/img]
[img]https://i.imgur.com/JwH2JS2.jpg[/img]
[img]https://i.imgur.com/lVgnRqx.jpg[/img]
[img]https://i.imgur.com/fSXNV7H.jpg[/img]
28
#28
0 Frags +

cp_alamosa_b11: https://tf2maps.net/downloads/alamosa.7284/history

Couple little changes to mid / alley by house mostly, no screens yet. Wanted to post it incase people were going to pug it today.

-added some walls on the new ramps up to the high ground in lobby
-adjusted the arches on 2nd's spacing
-widened the area by house
-adjusted the way that house on 2nd lines up to fix a dumb sightline through choke
-changed the way the high ground on mid works out

cp_alamosa_b11: https://tf2maps.net/downloads/alamosa.7284/history

Couple little changes to mid / alley by house mostly, no screens yet. Wanted to post it incase people were going to pug it today.

-added some walls on the new ramps up to the high ground in lobby
-adjusted the arches on 2nd's spacing
-widened the area by house
-adjusted the way that house on 2nd lines up to fix a dumb sightline through choke
-changed the way the high ground on mid works out
29
#29
1 Frags +

cp_alamosa_b12: https://tf2maps.net/downloads/alamosa.7284/history

lots of little things and some better textures but still definitely not detailed

changes:

Show Content
-fixed some displacements at 2nd not being flush to the arch building
-fixed some shadow issues on the rocks at 2nd
-lowered the arch bridge on 2nd a little bit
-raised the roof in lobby so that all of upper lobby matches
-changed the dropdown exit on mid to make it less awkward
-clipped an awkward corner leading towards dropdown in house
-clipped an awkward corner pushing into last
-removed an awkward wall in lobby
-removed a weird spot underneath the batts exit in lobby
-smoothed lobby out a bit
-got rid of an awkward spot in right lobby heading out to shutter
-adjusted the size and positioning of the pole in house
-fixed a weird block sticking out of watchtower on 2nd
-adjusted a ramp in alley to make it flush with the block
-adjusted the weird super acute corner in alley to be a 90 degree corner
-adjusted the arches in dark to be higher and a little sharper so they're harder to bump into
-smoothed the high ground on mid out a bit
-adjusted the location of a crate by 2nd to make it flush to a wall
-changed the left hallway exit of lobby a bit to make it a little more interesting
-added some lights to the underside of the bridge at last
-cleaned up some more awkward geometry by the arches at last
-got rid of some awkward barrels in front of last
-fixed a weird point in the displacements on mid
-got rid of the super thin fence on 2nd
-fixed arches not aligning correctly on the arched structure on 2nd
-adjusted a corner at choke to make things a bit smoother
-added a support pillar to hold up 2nd point
-made the doors in house a little bit bigger
-smoothed out the area below batts and moved forward spawn
-changed a bunch of textures to make the map look less shitty
-added some blood splatters in the jail cells

screens:

https://i.imgur.com/0Iu5Jwn.jpg

https://i.imgur.com/mvw1Qu5.jpg

https://i.imgur.com/fPcR6aB.jpg

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

https://i.imgur.com/DFXey0g.jpg

https://i.imgur.com/vaYlu0p.jpg

https://i.imgur.com/olrul9H.jpg

https://i.imgur.com/t3cwiKJ.jpg

https://i.imgur.com/OlfjxG9.jpg

https://i.imgur.com/6cX2My6.jpg

cp_alamosa_b12: https://tf2maps.net/downloads/alamosa.7284/history

lots of little things and some better textures but still definitely not detailed

changes:
[spoiler]-fixed some displacements at 2nd not being flush to the arch building
-fixed some shadow issues on the rocks at 2nd
-lowered the arch bridge on 2nd a little bit
-raised the roof in lobby so that all of upper lobby matches
-changed the dropdown exit on mid to make it less awkward
-clipped an awkward corner leading towards dropdown in house
-clipped an awkward corner pushing into last
-removed an awkward wall in lobby
-removed a weird spot underneath the batts exit in lobby
-smoothed lobby out a bit
-got rid of an awkward spot in right lobby heading out to shutter
-adjusted the size and positioning of the pole in house
-fixed a weird block sticking out of watchtower on 2nd
-adjusted a ramp in alley to make it flush with the block
-adjusted the weird super acute corner in alley to be a 90 degree corner
-adjusted the arches in dark to be higher and a little sharper so they're harder to bump into
-smoothed the high ground on mid out a bit
-adjusted the location of a crate by 2nd to make it flush to a wall
-changed the left hallway exit of lobby a bit to make it a little more interesting
-added some lights to the underside of the bridge at last
-cleaned up some more awkward geometry by the arches at last
-got rid of some awkward barrels in front of last
-fixed a weird point in the displacements on mid
-got rid of the super thin fence on 2nd
-fixed arches not aligning correctly on the arched structure on 2nd
-adjusted a corner at choke to make things a bit smoother
-added a support pillar to hold up 2nd point
-made the doors in house a little bit bigger
-smoothed out the area below batts and moved forward spawn
-changed a bunch of textures to make the map look less shitty
-added some blood splatters in the jail cells

[/spoiler]

screens:
[img]https://i.imgur.com/0Iu5Jwn.jpg[/img]
[img]https://i.imgur.com/mvw1Qu5.jpg[/img]
[img]https://i.imgur.com/fPcR6aB.jpg[/img]
[img]https://i.imgur.com/AGKnWCE.jpg[/img]
[img]https://i.imgur.com/DFXey0g.jpg[/img]
[img]https://i.imgur.com/vaYlu0p.jpg[/img]
[img]https://i.imgur.com/olrul9H.jpg[/img]
[img]https://i.imgur.com/t3cwiKJ.jpg[/img]
[img]https://i.imgur.com/OlfjxG9.jpg[/img]
[img]https://i.imgur.com/6cX2My6.jpg[/img]
Please sign in through STEAM to post a comment.