Forum
[Contest Entry WIP] Waste (CP) UPDATED 1.1
Created 18th March 2009 @ 06:04
Add A Reply Pages: « Previous 1 2 3 Next »
Updated to FINAL!
Waste (CP) FINAL
by Eric “Icarus” Wong
Download from TF2Maps.net
If you’re interested, Watch the intro movie!
INSTALLATION:
Unpack the contents of the .rar into your tf directory. Keeping the folder system intact
will allow you to see the thumbnail in the Map List.
Special Thanks:
A Boojum Snark — Entity guru/actor
Kronixx — Actor
Nem0 — Actor
MungoKing — Actor
[AoC] Clan — Competitive testing
http://www.tf2maps.net — for all their support and gameday servers
Clan Woof — for being awesome
I’m more than willing to further update it in order to see the map reach league play, if needed.
If you have any issues with the map that would dampen your competitive experience with Waste whatsoever, or if you like it just as it is, I’d be happy to listen.
sounds good, will post feedback after trying it in the fb custom map cup :)
Yeah glad to hear that Icarus! I think the map’s very well made and has a lot of potential; will give more feedback after I’ve played it in the FB cup too :)
Icarus: Map is in the [FB] (fakkelbrigade.eu) summercup, plase stick around for the next few weeks for some fruitful feedback.
It’s been made clear to me that the main grievance about Waste was how easy CP1 is to capture.
So far, I’ve had suggestions to put the CP on the second floor, directly above the defenders’ spawn. Another is to add a roof over it…
If anyone has any ideas to improve the flow around this area, speak now!
havent tried it in 6v6, but from the looks of it, it seems like the last point is too open. attacking team can spam the whole area from all entrances, espacially from the top.
i think it needs more cover, both upper and lower floor. raising the point itself might also be good. for example cp_well where u have to walk up the stairs to reach the point. makes it alot harder to spam
Agree with Wer. Even the slightest bit of height advantage would make the last point easier to control.
EDIT: I recorded a POV demo of a mix team getting 5 – 0’d. Let me know if you want it, Icarus. I’m not sure how useful it would be, tbh. :-/ I’m just offering
Updated to Build 1.1
http://forums.tf2maps.net/downloads.php?do=file&id=2073
This is my update to cp_waste_final.bsp. Changes have been made in an effort to curb steamrolls. If needed, I could always release further updates with numerical naming–ie cp_waste2.bsp.
http://forums.tf2maps.net/geek/gars/images/2/3/4/2/cp_waste0003.jpg
cp_waste.bsp
– Improved symmetry between sides
– Modified final CPs to make it easier to defend
– Extended capture time on final CPs
– Increased spawn times for 2nd forward spawn
– Added a barrier at the main entrances to bases for a less perilous push towards the center CP
– Improved visuals
– Improved optimization in the indoor areas
Just had a look around the new version and it look very promising indeed :>
The changes to the last point are fairly subtle (raised the point onto a little platform and added in some corrugated metal barriers upstairs for cover) but they could really make it a lot more fun to play. I mean for instance as a defending team you now have a potential option to stick your medic upstairs allowing you to bomb onto the point should the enemy team push on without clearing you first. Previously this would have been totally untenable as there was no cover upstairs at all and your medic woulda been totally open to getting picked.
Really struck me looking around this time how beautiful the map is too.. like all the stuff round the edges of the map which really gives it a nice feel, for instance all the industrial architecture outside above blu’s base with all the smoke going up into the air! Awesome :D
I apologize for fretting, but how can I make sure that the updated version is played on ETF2L servers?
You should ask an admin to update the version . I think Daykiller would kindly help you with that .
Having played newest version in the custom map cup, i must say i liked it alot.
Was a mess at first, but when everyone started to learn the map it was enjoyable :)
One thing i noticed is that the left door from yard into cp 2 area, the hall in there is too small. could be a bit wider.
it didnt bother us too much tho, but you are pretty much forced to take the other door 90% of the time
Add A Reply Pages: « Previous 1 2 3 Next »