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#  Feb 12, 2009 at 5:10 PM
Join Date:
Oct 25, 2007
Post Count:
200
 
wowbaggin 79261
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Steam ID: wowbaggin
 

So, while I'm waiting to figure out how to get my skull_island grass to be the correct color, I figured I'd try my hand at a push/pull 5cp map for competitve play.

In an effort to do things better the 2nd time around, I was hoping to get some feedback before I go through and add hundreds of props and func_details.

Be warned: this map is currently very ugly. It is only a functional map in the loosest sense of the word and could not actually be played. Obviously I would need to add doors to the spawn rooms, signage, etc. But, it does convey the layout and that's what I'm concerned with right now.

So yeah, if anyone has time, give this a run through and give me your thoughts as to whether this would work for competitive play / what could make it better. Also, I'd suggest playing as Red, as I haven't fixed up Blu's forward spawn yet...

Alright, thanks in advance.

http://xombie.redjustice.com/cp_wowbaggin_a1.bsp

#  Feb 12, 2009 at 6:26 PM
Join Date:
Oct 16, 2007
Post Count:
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trainRiderJ 78536
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Steam ID: trainRiderJ
Clan: {TF2F}
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I'll give this a lookthrough.

EDIT: So, I've looked through, and I realize you're early in the design process, but there's barely anything to judge at this point. Currently, your second point is just a big room with two crates in it. The point is enourmous and completely wide open. I'm also unsure which of your big garage doors are intended to be actual doors, or just forward spawns.

Pay attention to how valve designs CP maps. The area around each point is relatively large, and then broken up into smaller chunks by world geometry and props. In addition, the area around each point can described roughly as a square or cube, there are very few "narrow" points. The reason for this is to discourage turtling and spam fests. For instance, the bridge at your middle point is rougly twice the size of the one in badlands. Maps also need 2-3 routes to each point at different vertical levels and should have lines of sight that are never too long.

Once you have a good rough layout in place, work on your health and ammo placement. For instance, you should not have a large health and large ammo next to point 2, or any point for that matter. None of the valve push maps have a large health pack anywhere, that I can think of.
#  Feb 12, 2009 at 7:31 PM
Join Date:
Oct 25, 2007
Post Count:
200
 
wowbaggin 79261
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Steam ID: wowbaggin
 
hey, thanks for taking a look.

yeah, perhaps i posted something a little too early. For example, healthpack was just there since i haven't put a resupply locker yet, etc. I guess I was weary of working out too many specifics and then having to rearrange everything.

But, the comments about the bridge being too long is great help. I'll see if I can't shorten that up. I'll try to keep the valve maps in mind (so mainly Granary, Well, and Badlands, yeah?) and post again once I have a little more there.
#  Feb 12, 2009 at 7:51 PM
Join Date:
Oct 21, 2007
Post Count:
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[H]oi BoC 78912
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Specialty: Sniper
Steam ID: Bagofchips
 
yeah i agree with train.

I like t he under ground sewer to the last point though. looks cool

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