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[Contest Entry WIP] cp_connection
Created 2nd March 2009 @ 22:25
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I started this map 2 weeks ago. Granary was a good inspiration when designing this. I really wanted this map to be more focused on competitive play than my usual 32 person playing experience. The map is in a2 at the moment.
Gameplay testing and feedback is highly appreciated. I have already sketched out changes to the last control points, but I can’t start mapping them without user opinion.
already had a first look on it. looks kinda fundamentally. nothing special yet except of the water under cp3. playtest needed to see if the water is working good in competetiv play. the entrys to the water maybe to close to the cp’s.
and the respawntimes and captimes are really important on this map cause its nearly like fastlane from the distances between the cp’s.
1. too open
2. long hallways around 2nd and last point which dont really make any sense
3. farked cap times
4. needs a third respawn
5. only 2 ways into last point
6. actually the whole last point has to be redesigned
7. each cap = 1 point
8. teams switched after every round
9. felt quite sniper biased
10. needs a vertical element to one of the cap points, and the ground was entirely level as well
11. maybe have the water holes in middle more spread apart so that you can flank the enemy by using them like on freight
12. pushing from 3 to 4 was quite lolz. there’s only 2 ways to get in, and they’re really close to each other
ugh thats what came to my mind after 1 pug
things i noticed:
– remove the achieving a point when capturing one cp
– add more obstacles, its sniperheaven for most of the time
– remove the teamswap after a round
– really slow capture at last/first cp
– add a route to middlewater from 2nd?
– add a route to 1st cp?
– change the big medipack near 2nd and 3rd to mediumpack (or even small?)
– make the route at 1st cp top left more accessable, as its mostly unused at the moment cause its really slow and windowless?
– change the medium medipack at the route i mentioned above to small (it gives kind of huge advantage if you wont change the medipacksize when you tweak the route)?
my 2 cents from 30minutes gameplay.
lol as Jh i really noticed space :P Then i left
Thanks for the feedback. I need to rethink the future of this map, if it has any potential, so I am withdrawing from this competition.
imho, the map would be great if it would get some tweaks on it.
add some horizontal differences aswell as its basically flat :o
Hey, we just played your map in a pickup. There are five things you need to change before this map can really be playtested:
– It needs a third respawn – ie. when you’ve capped 4th you should spawn around 3rd point.
– The first control point caps really slowly… Speed it up!
– The first spawn room is too close to the first cap point. It’s too easy for the defending team to stand inside spawn and spam the first point (especially when the point captures so slow)
– The scoring system is wrong. A team should get 1 point for winning a full round. But in your map you get 1 point for each capture point you capture which is wrong.
– It is not normal that the teams switch colors when a round is finished (but it does that on your map – remove that feature).
I’m looking forward to playing the map again when these things are fixed. :)
Agree with f2 :)
but the water box is a bit stupid, maybe you should work on it. =/
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