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[Contest Entry WIP] cp_fool_hill (formerly drylands)
Created 9th February 2009 @ 12:34
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Current version:
cp_fool_hill_a5
I’d been working on this map for a week before the contest was announced, but I was originally developing it for competitive play. This contest gives me a great opportunity to have the map actually played, as well as developed within a competitive environment.
Updates will be posted in this topic, or over at TF2Maps.net
Oh and I need playtesting/suggestions otherwise I won’t know how to make the map better ;)
cp may be too open imo, and middle point need more height variables as u said.
but overall it looks good :)
looks like lego ,but i like it ;)
Hehe, I’ve been doing some practice detailing today. I’m planning to give the map the Badwater theme, so the BLU buildings will be very square, flat and concrete, with lots of pipes; and the RED buildings will be angular with natural textures and wooden beams.
Stairs are being a pain.
oo some good compitition :D
playtested the map a few time back at tf2maps.net
has a great layout
Here’s some structural changes I’ve made to the map recently.
Firstly, is changing how the middle point works, it is now a bit more height-orientated, a bit less open, and puts more focus on holding your/your opponent’s building. I’ve also halved the fog intensity, but that makes little difference ;)
http://i2.photobucket.com/albums/y32/BioTerrorFrog/cp_drylands_a3balance0000.jpg
And secondly, is the changing of the balcony overlooking the second point, which attempts to combat some sentry positions that were overpowered. I’ve also downgraded the ammo in the corner opposite to further assist in this.
http://i2.photobucket.com/albums/y32/BioTerrorFrog/cp_drylands_a3balance0001.jpg
Still one or two major things to be done before alpha 3 is complete.
Middle point needs something for scouts to get up on the crates from the middle point, maybe make the cp a little higher so you can jump up from there as scout.
Other than that, really nice map. Looking forward to the finished release :)
nice work randdalf looks interesting
TF2Maps.net are running map testing on their server today. My map is on at 8PM GMT and the server IP is 8.6.3.232:27015
Hope to see you there! After this I can finally complete a near-finished version (layout-wise) of the map for detailing :D
I’m going to imitate Badwater’s theming, but I’ll probably put a bit of 2fort in as well.
Ikem’s cp_erosion is also running right after mine.
Yeah they’re all american servers, but it’s a virtually guaranteed full server. A bit laggy yes, but playable.
Don’t name your map similar to the current ones. It will only make it more confusing when matches are being casted and when voting for them in pickup bots, etc.
So you’re suggesting a different name? Right… I’ll think about it.
On the map itself, there are several major changes being made today for the alpha version, specifically around the area outside CP2, and inside CP2. It should make for much more interesting battles and tactics in these areas.
The complete changelist for alpha 3 is:
Alpha 3:-
– Bug fixes:
* Fixed HDR
* Fixed duplicate health/ammo on RED side
– Improvements:
* Restructured middle CP for more height variation
* Moved ammo packs behind containers, and made them medium
* Halved fog intensity
* Playerclipped some windows
* Made some gameplay signs non-solid
– Balancing:
* Added new alternate route from 2nd cap to bridge area
* Restructured 2nd CP attackers balcony
* Downgraded 2nd CP ammo to small
* Added more cover in area leading up to 2nd CP
* Downgraded final CP balcony ammo to small
* Restructured area outside 2nd CP
– Added clipping and crossbeams to the open window
– Expanded one side of the bridge to accomodate a courtyard
– Added new alternate route from 2nd cap to courtyard area
– Removed bridge
– Removed back entrance to buidings
– Added med health and small ammo to courtyard
* Vastly reduced size of raised area above 2nd CP
* Removed dropdown to 2nd CP; deemed unnecessary
I just have to finish up one little thing before I compile it. I’d like to get some proper 6v6 playtests done on this version, so hopefully the next one can be the final alpha version. I’ll be looking to start detailing/texturing/lighting the map in the next alpha. It’s looking good :D
Alpha 3 released!
Download link: http://files.filefront.com/cp+drylands+a3rar/;13308695;/fileinfo.html
I’m going to contact some people to get some 6v6 playtesting done.
http://i2.photobucket.com/albums/y32/BioTerrorFrog/cp_drylands_a40000.jpg
Some detailing you’ll get for Alpha 4
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