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cp_harbour
Created 20th March 2013 @ 04:22
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Screenshots:
https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160000.jpg
https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160001.jpg
https://dl.dropbox.com/u/3332789/TF2/lyra/ss/4/2013-03-10_00004.jpg
https://dl.dropbox.com/u/3332789/TF2/lyra/ss/4/2013-03-10_00006.jpg
https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160002.jpg
https://dl.dropbox.com/u/3332789/TF2/lyra/ss/4/2013-03-10_00009.jpg
https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160003.jpg
https://dl.dropboxusercontent.com/u/3332789/TF2/lyra/ss/4/cp_harbour_a160004.jpg
Latest version: https://dl.dropbox.com/u/3332789/TF2/lyra/cp_harbour_a16.bsp.bz2
EU Mirror: http://fastdl.colonslash.eu/maps/cp_harbour_a16.bsp.bz2
I haven’t really had much opportunity to get comp feedback aside from that a few of my comp buddies gave me, and some pugs that were run on much earlier version of the map, so I’m hoping that throwing it here will get me a bit more feedback for how this works out in comp.
e: also here’s a demo rollout bio from tftv was nice enough to post
http://www.youtube.com/watch?feature=player_embedded&v=q0AINREpsO8
Last edited by selentic,
Here, have a mirror: http://fastdl.colonslash.eu/maps/cp_harbour_a14c.bsp.bz2
cp_waste + cp_badlands
Looks ok.
The water is what bugs me the most. It simply does not work in a competitive match no matter how much we want it too; especially in such an important area. Apart from that, I think this looks great!
Seems a lot turbine + waste + well.
Mmh…hope I am wrong
seems ok so far, please dont make the mid too cluttered and keep balancing in mind.
I’ll defo try it out in some mixes
Last edited by lexs,
Quoted from Spike Himself
Here, have a mirror: http://fastdl.colonslash.eu/maps/cp_harbour_a14c.bsp.bz2
Thanks <3
Quoted from lexs
seems ok so far, please dont make the mid too cluttered and keep balancing in mind.
I'll defo try it out in some mixes
I'll try my best to make this play as best I possibly can :3
As for mid, depending on the results of further testing I might just end up remaking it entirely since it feels like the weakest point in the map to me.
Quoted from choiie
The water is what bugs me the most. It simply does not work in a competitive match no matter how much we want it too; especially in such an important area. Apart from that, I think this looks great!
The water has been there since the start, and has been pretty hit or miss from the few 6v6 matches I've seen on this, sometimes a team just pretends it's not there and ignores it, and some pop out of it with surprise ubers, either way I'd need to see more testing on it before I consider redesigning second, since the only thing stopping it from just being another point in a flat area is that water :3
From running around the map the last and 2nd points look really polished for an alpha version of the map! I’m really tempted to get a doublemix going on this map to see how it plays out and then I’ll be able to give some better feedback.
But I gotta say the mid is a bit too clunky. I see you’ve gone for the “gotta put it on a boat to give meaning to the map name” idea. But I really don’t think there’s a need for this. You’ve got 3 different levels going, below the boat, on the boat and above the blocks (crates?) on the boat. At the moment it’s just too much going on!
And don’t worry about giving the mid a harbour theme, the awesome submarine scene out the back of the spawn room does this plenty of justice.
Just finish off with saying you’ve done an epic job so far and as someone who has never mapped before I gotta say I dunno how guys like you come up with this awesome stuff! And maybe make the next version of the map cp_harbour_b1 so it’s easier to remember when I type it into console? ;D
Quoted from taro
From running around the map the last and 2nd points look really polished for an alpha version of the map! I’m really tempted to get a doublemix going on this map to see how it plays out and then I’ll be able to give some better feedback.
It’d be much appreciated! I really need to see how this stuff plays out in competitive environments (almost all of my testing in the last 6 months has been in pubs) , so any feedback and demos you can throw me would be great. Also, it’s only an alpha because I can’t really make it beta with an unfinished mid :p
Quoted from taro
But I gotta say the mid is a bit too clunky. I see you’ve gone for the “gotta put it on a boat to give meaning to the map name” idea. But I really don’t think there’s a need for this. You’ve got 3 different levels going, below the boat, on the boat and above the blocks (crates?) on the boat. At the moment it’s just too much going on!
And don’t worry about giving the mid a harbour theme, the awesome submarine scene out the back of the spawn room does this plenty of justice.
For the record the boat came before the name, but yeah, mid is definitely the weakest point on the map, and if it proves to be problematic I’ll just end up remaking it entirely.
Last edited by selentic,
Quoted from selentic
[…]
The water has been there since the start, and has been pretty hit or miss from the few 6v6 matches I've seen on this, sometimes a team just pretends it's not there and ignores it, and some pop out of it with surprise ubers, either way I'd need to see more testing on it before I consider redesigning second, since the only thing stopping it from just being another point in a flat area is that water :3
I’d consider keeping the “canyon” where the water is now, but remove the water and replace it with some sort of ramps. While water is an interesting mechanic and might be fun to play around with, the clunkiness of moving and fighting in water can really ruin the flow in an area. It’s your call, but from previous experience water is not a good idea in an area where you actually want people to be.
My example of this would be considering the water added in the arena version of badlands under stone bridge. While it works in the arena map where it’s in the outskirts of the map, it wouldve been atrocious fighting under there if it was like that in the CP version. It would simply disrupt the flow of the area much more than it adds to it.
Last edited by choiie,
Quoted from taro
And maybe make the next version of the map cp_harbour_b1 so it’s easier to remember when I type it into console? ;D
May I recommend to you a little tool called http://www.hlsw.orgHLSW[/url].
You’ll never have to remember a map name or rcon command ever again. HLSW will show you all the maps on a server in a nice list, it remembers every rcon command you ever type into it, just cycle through them with the arrow keys, you can launch steam and tf2 and connect to the server with it, (simple right click), you can kick people, ban them and set up the server with map and config without even having steam open.
Anyone playing TF2 should have this tool, go try it, it’s awesome.
Quoted from Monkeh
[…]
May I recommend to you a little tool called http://www.hlsw.orgHLSW[/url].
You’ll never have to remember a map name or rcon command ever again. HLSW will show you all the maps on a server in a nice list, it remembers every rcon command you ever type into it, just cycle through them with the arrow keys, you can launch steam and tf2 and connect to the server with it, (simple right click), you can kick people, ban them and set up the server with map and config without even having steam open.
Anyone playing TF2 should have this tool, go try it, it’s awesome.
Pretty useful for a monkey ;)
Quoted from Switch
Pretty useful for a monkey ;)
Not the first to notice this :D
I shall endeavour to throw some poo at you to balance my yin and yang.
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