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cp_evergreen [5cp]
Created 17th December 2011 @ 21:20
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Map: cp_evergreen
Mode: 5 cp
Author: Ravidge
About me:
Hello. My name is Ravidge, some may recognize me as one of the site admins over at TF2maps.net. I’ve been mapping for TF2 since before the SDK was officially available, but I’ve never dared to step into the competitive scene. However, over the years my interest in pub TF2 is dropping and I’ve been looking for a new challenge.
I’m by no means a competitive player, but I enjoy watching and analyzing gameplay, and of course designing maps.
About Evergreen (written 17th December 2011):
Evergreen is a project I’ve been working on for the past month, it has had 3 public versions (and 3 private) released to iron out the most obvious flow and balance issues. I feel that by now I can step up the testing process a notch and go for more in-depth testing, hopefully including feedback from more talented players.
The map has an overall layout structure that should remind people of cp_badlands, as in the way routes and CPs are positioned in relation to each other. In terms of gameplay it’s a new map entirely.
——–
Download: This is b3 (released July 21st 2012)
https://dl.dropbox.com/u/1281220/maps/cp_evergreen_b3.bsp.bz2
Screenshots: This is b3 (released July 21st 2012)
Overview
https://dl.dropbox.com/u/1281220/maps/cp_evergreen_b30010.jpg
Last
https://dl.dropbox.com/u/1281220/maps/cp_evergreen_b30007.jpg
2nd
https://dl.dropbox.com/u/1281220/maps/cp_evergreen_b30000.jpg
Mid
https://dl.dropbox.com/u/1281220/maps/cp_evergreen_b30001.jpg
Misc images
https://dl.dropbox.com/u/1281220/maps/cp_evergreen_b30002.jpg
https://dl.dropbox.com/u/1281220/maps/cp_evergreen_b30003.jpg
https://dl.dropbox.com/u/1281220/maps/cp_evergreen_b30005.jpg
Thanks for reading!
Last edited by Ravidge,
2nd point looks good:)
good stuff. i’m sure the new map test group will be interested in taking it for a spin once you have it up and running for alpha. http://steamcommunity.com/groups/etf2lmaptesters
The middle remind me something… maybe Konkreet ?
Huge ass (sightlines)
Quoted from Pynklùùùnningen
Huge ass (sightlines)
Thank you, but I need a “Why” and “Where”, at the very least.
If there is a spot that is a genuine problem I would gladly like to hear about it, and why it’s a problem (sniper is too hard to get to / sightline can’t be avoided / position overlooks every entrance or exit).
Sightlines exist in all maps, or rather they appear naturally if you want a map with any sort of flow and pacing. Here’s a few examples from badlands:
http://dl.dropbox.com/u/1281220/2011-12/Screenshot-2011-12-19_20.55.29.jpg (spire)
http://dl.dropbox.com/u/1281220/2011-12/Screenshot-2011-12-19_20.58.08.jpg (mid)
http://dl.dropbox.com/u/1281220/2011-12/Screenshot-2011-12-19_21.00.07.jpg (mid)
http://dl.dropbox.com/u/1281220/2011-12/Screenshot-2011-12-19_21.01.59.jpg (last)
Are these okay? If yes, why are they fine? Why are the ones in evergreen not fine?
The actual points seem brilliant, I must say you’ve managed to do something new with each point while not going too far from what we know. The problem I have is with the connectors between the point. Just running around the map as a solly it feels reeally big, and not only as in the distance between the points, but it’s also rather wide, at least from a first runthrough.
An example is the distance between mid and 2; once you’ve capped you move up the hill to reach some sort of chokey area which is really long compared to badlands for example, and then you still have to fight your way through a big yard. It’s not way too big, but the areas overall feel a bit oversized.
Otherwise I really like the ideas for the map, so I really hope you get a chance to get people play it!
Looks pretty cool, especially the second point. Middle felt a bit wide when I ran through.
Last edited by Darkdwarf,
Quoted from Ravidge
Why are the ones in evergreen not fine?
the ones on badlands are mostly “narrow” like through main towards last.
Yours on mid is long (np since it’s probably designed as sniper spot) but also you give the sniper a wide area he’s able to cover to his left and right. Try to get small & long corridors instead of huge areas.
At least that’s my understanding.
Mapping has been slow during holidays, and probably will be on hold for a few more days. However, my next problem to tackle is to shrink down the center area and make better use of the space behind the point.
If there are any specific suggestions for what you (anyone) like to see changed around the mid CP, or a element that you’d like me to keep.
Now would be a great time to voice your opinion.
First impression is that it have potential. But there is one thing that is bothering me. The clearest path towards mid, doesn’t lead there. Its leads to two windows overviewing it.
Have not had a chance to check sightlines. It feels like a very scoutfriendly map. Demomen reaching mid will feel.. strange.
This house Link
Could be more transparent. Would ease it a lot for demomen.
2nd To midLink
Feels like this area could be narrowed down
My 2 cents just running around for some time =)
I only had a quick flyby on localhost, and from this impression the map looked pretty cool with definately some potential… Nice height differences, nice CP placement. The biggest possible issue that I saw was the dazzling amount of gates that lead to the next area/cp. For every area that you defend/attack, there are at least 4 gateways to watch at minimum. If I remember correctly, when you are on 2nd point watching last, there are even up to 9 gateways (depending on how you count) leading from 2nd into lobby-last. If we look at popular maps, there are usually no more than 3 gateways between points.
We will have to see by playtesting if this really is a problem, or that the rest of the map layout promotes focussed fights regardless of the great amount of gateways. We’ll also have to see if we won’t have enemy scouts behind the team constantly.
Last cp seems like it has the problems that snakewater and obscure_remake last have. The distance from the gates out of lobby to the actual point are enormous, and there seem many spots where a heavy can stand, preventing any launchers. I suggest placing some cover at at least one of the gates; a fence-type cover that allows the attacker to push further into last before having to uber. As it looks now, your uber will have ran out before you can even force the enemy’s.
That’s all I can say before having actually playtested it. Looking forward to mixing on this map!
Last edited by skeej,
Bumping this, because I have news.
I just released beta 3 of cp_evergreen.
For a direct download:
https://dl.dropbox.com/u/1281220/maps/cp_evergreen_b3.bsp.bz2
For images and changelog:
http://forums.tf2maps.net/showpost.php?p=268596&postcount=50
There’s a bug in the fence between 2nd and last point where you can run through it.
You can also get stuck if you don’t do it cleanly
http://cloud.steampowered.com/ugc/560947083651011949/281C88A3E1D6C4F70C586293BD5FB1EBB721FC1C/
http://cloud.steampowered.com/ugc/560947083651016283/255FB2EA75648C1ADAB919A7A9535C48A92BC074/
Last edited by Starkie,
Quoted from Starkie
There’s a bug in the fence between 2nd and last point where you can run through it.
You can also get stuck if you don’t do it cleanly
http://cloud.steampowered.com/ugc/560947083651011949/281C88A3E1D6C4F70C586293BD5FB1EBB721FC1C/
http://cloud.steampowered.com/ugc/560947083651016283/255FB2EA75648C1ADAB919A7A9535C48A92BC074/
Good find, Thanks. It isn’t a huge issue so I won’t recompile immediately, but now that I know about it, consider it fixed for the next public release.
There’s always a bunch of mistakes in maps, and I appreciate that you took the time to tell me!
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