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cp_drudgery - 5CP
Created 11th September 2015 @ 01:49
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As seen on sideshows stream (wow)
Drudgery is a map I made to try and remove some of the parts of the game I find really boring. The main objective is to remove horrible “hold and sac” stalemates. For instance, it’s designed to have a forward hold be the optimal strat on last, and is easy to push out of.
If you’d like, please dmix, lobby, or anything on my map. I heavily appreciate feedback and STV, every piece of advice helps me improve the map. You can find the map on serveme!
Download the map – b1 – https://dl.dropboxusercontent.com/u/10970232/cp_drudgery_b1.bsp
Some screens – http://imgur.com/a/XlCwu
Thanks to stark for being the brain behind a lot of changes, finding bugs and giving me loads of feedback. Also thanks to Swift and Greenrab for FPS testing.
Check tf.tv thread http://www.teamfortress.tv/28776/cp-drudgery-5cp
has more info on changes etc :)
Last edited by MEGAMIDDIE,
I like this. Lot of maps have needlessly complicated ‘lobby’ areas but this one is clean. Not sure about the cave flank, might feel too detached like logjam’s.
Screenshots?
I haven’t play tested it yet, so this is consideration based on pure thinking.
I struggle to think how to not give second for free in case of uber/players disadvantage.
Differently from the other 5cp maps we play, drudgery lacks of an high ground that ease the retreat to last point (look at balcony in badlands, snakewater or gullywash or rollout in process). Though there is an high advantage in favour of the forward holders, aspect that is quite original since usually it’s on the same ground of the choke points (but it’s not necessary a bad thing to detach from the classic maps, if the idea is well developed).
Mid seems really cool and could open to new metas, imo; tho i feel a little bit claustrophobic due to the narrowness, but that’s maybe caused by the fact the the map it’s still rough.
My advice would be not to upload screenshots (at the moment at least). A lot of people give blatant opinions about the map by giving the screenshots a quick look. If someone really cares about your map, he is going to download it and see it in game.
Couple of things I noticed after jumping around your map for around 15 mins.
– –
Needs Player clip ramp on the concrete here
http://i.imgur.com/iNC2xJE.jpg
This “ramp balcony” you have created doesn’t fit the style of tf2 maps at all and it makes me very uncomfortable just seeing it, try finding a workaround
http://i.imgur.com/CJRe7bn.jpg
http://i.imgur.com/iZ8UnWt.jpg
This top lobby area looks like it gives attackers way too much space to spam and allows snipers to get some ridiculous sightlines (sightlines are generally the biggest problems with people new to mapping)
http://i.imgur.com/wERQQEx.jpg
http://i.imgur.com/kehRDja.jpg
As you can see from my mspaint skills, the enemy has the highground and can use it very easily to attack defenders without even leaving it
http://i.imgur.com/X3PF8Lj.jpg
– –
Also, I am aware this is an alpha version of the map, but here are some things just in case you don’t forget as from what I’m seeing you have started throwing in actual textures already :)
Rotate textures on these pillars on the fences
http://i.imgur.com/g7o5qsi.jpg
and on ramps like these
http://i.imgur.com/eZObhsu.jpg
Normally roofs need to extend around 2-4 hammer units from the building and not be just a texture, don’t be logjam
http://i.imgur.com/WkfGb62.jpg
http://i.imgur.com/GOcpRyk.jpg
Don’t make a broken map like Badlands, fix the clipping on doors for gay sticky traps, Valve was too lazy to create a proper collision mesh for the dynamic prop doors
http://i.imgur.com/CXErABT.jpg
– –
Last edited by biskuu,
It looks close to impossible to kite the uber while holding last without going to spawn and losing all positioning.
Very good!
fun to play and generally a good map
should be called cp_bigwizard_4 though
New version:
https://www.dropbox.com/s/kjv0ur9qsath839/cp_drudgery_a5.bsp?dl=0
Changed cap and spawn times a bit
Added respawn visualisers
Changed cave up – hp added and shortened dramatically
Fixed clipping and jumping off mid fences
Choke lowered
Put a small hp on mid at choke
Textured some stuff, still not sure on the theme
Very very good!
Quoted from Frozy
Very very good!
ty friend!!!!
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