cp_waste_b2

Author: Icarus
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cp_waste_b2

#  Mar 20, 2009 at 4:23 PM
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Oct 21, 2007
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teamchuckles 78952
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Specialty: Scout
Steam ID: teamchuckles!
Clan: { }
King ScoutSquigMemberStaff
 
Rejoice!

I don't know if it matters to you, but there are still some wacky graphical errors on the map, like in the windows like I screenshotted earlier, and also on the left side of the room where the final cap point is, you have a ton of monitors there and the metal case that encases the monitors reflect some strangeness. I tried to screenshot it, but apparently the multi-core engine doesn't allow proper screenshots... just like mat queue mode 2 did... lame.
#  Mar 20, 2009 at 4:29 PM
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Oct 12, 2007
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kankle king 78269
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Steam ID: b_myne
Clan: {TF2F}
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Icarus makes amazing maps, but even better he listens to the players. Less than 24 hrs he has gotten rid of the setup gates. ICARUS YOU ARE THE MAN
#  Mar 20, 2009 at 7:14 PM
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Oct 27, 2007
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NULLNAME 79381
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I counted a bit more like 48 hours but I could be horribly wrong.
In other news, ICARUS YOU ARE THE MAN.
#  Mar 22, 2009 at 4:31 PM
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Nov 21, 2007
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NEKPED 80542
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Steam ID: 1hitblunder
GamerTag: detective
Clan: sheep
 
This is a great CP map, but I noticed that the progress from each cap moves slowly because they are separated by chokepoints.

From mid to second there are the doors on either side, and from second to last the confined hallways.

What kills it IMO are the doors and interior for second, a successful push onto that cap normally needs a charge, which slows down the game significantly. Both teams will camp the doors until they get their charge and attack, whoever comes out on top will either cap second or cap mid. It seems easier for the other team to defend 2nd because they have easy access to the above level, and I've seen mid go back and forth because of this.

Not that I am biased for slippery-slope style maps, it's just that the action parts of the map are confined to when the Medic has charge. Otherwise making advances don't normally end well.
#  Mar 22, 2009 at 5:17 PM
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Sep 29, 2008
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Icarus 88096
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Quote:
Originally Posted by NEKPED
This is a great CP map, but I noticed that the progress from each cap moves slowly because they are separated by chokepoints.

From mid to second there are the doors on either side, and from second to last the confined hallways.

What kills it IMO are the doors and interior for second, a successful push onto that cap normally needs a charge, which slows down the game significantly. Both teams will camp the doors until they get their charge and attack, whoever comes out on top will either cap second or cap mid. It seems easier for the other team to defend 2nd because they have easy access to the above level, and I've seen mid go back and forth because of this.

Not that I am biased for slippery-slope style maps, it's just that the action parts of the map are confined to when the Medic has charge. Otherwise making advances don't normally end well.
Interesting. What would you propose to free up the chokepoints?
#  Mar 22, 2009 at 7:00 PM
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Nov 21, 2007
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NEKPED 80542
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Steam ID: 1hitblunder
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Having the one door on the right leading directly to the cap is fine. You should try opening up the sides for flanking.

I can imagine everything on the left side, the turbines, stairs, and catwalks leading to the upper area above the cap being outside. This would open up the area for deathmatching, attackers can sit on the catwalks and take advantage of the med healthpack out there. It also create a substantial sniper line for the defenders if they control it, they can look from that side into the far right entrance to mid. Right now it seems much easier to go that way than the short corner by the crate, because that can be easily spammed out by the other team. This creates a dangerous entryway for both passages for the team leaving mid.

Although, obviously, that would be a lot of work. It's fine the way it is, no serious improvements would be made by making these changes
#  Mar 23, 2009 at 12:39 AM
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teamchuckles 78952
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For the record, I disagree with everything Nekped said.

I look at this map from a completely competitive standpoint, so take what you will...

But the defending team can either defend the point from the bottom or the top. This means that the defenders have to watch from the floor for a push or both entry ways to top as well as the entry on top from the flank where Scouts can get up from last cap. The attackers have many vantage points to enter as it's unlikely that they will be able to spread their forces between both doors realistically, which can be a strategy on it's own... so the attackers can choose to come out from the bottom and jump up to the second floor to kill the enemies, or take the long way, which in itself is a commitment, and go to the left door and up the stairs. The defenders can be caught off guard with either path if they are not prepared, the attackers can get destroyed if they push poorly. In fact, I think the choke points before and after the points have very little to do with the push on the actual push.

Ugh, I hope this all made sense. Basically, I like the map how it is. But I've been known to change my mind quickly...
#  Mar 23, 2009 at 4:21 AM
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Sep 24, 2008
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Kermit 88024
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Specialty: Demoman
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Yeah, I don't have any suggestions for improving the map.
#  Mar 23, 2009 at 10:27 AM
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Jun 04, 2008
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inGin 85376
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Specialty: Demoman
Steam ID: cnvt09
Clan: [AoC]
 
I think the room next to the #2 points should be better utilized. The one w/ the turbines. Maybe consider adding some more pathways, perhaps move the CP to that room? Maybe consider an upstairs entrance to the 2nd point from the outside?

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Team Fortress 2


2 Guys 1 Kill: {TF2F} FlyingPenguin - (102 kill assists)
Captures Blocked: Nimbli Bimbli - (26 captures blocked)
Dominator: {TF2F} Bitch Nasty - (25 dominations)
Flags Captured: Corporal Clegg - (11 flags captured)
Flags Defended: MechaEdd - (12 flags defended)
Physician Assisted Homicide: {TF2F}SME®BUI©K - (271 medic kill assists)
Points Captured: {TF2F}SME®BUI©K - (30 points captured)
Revenger: Count_Flakula - (10 revenges)
Spy Power: Chro - (19 objects killed as spy)
Ubercharger: {TF2F}SME®BUI©K - (89 ubercharges)
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