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hellfire
03-22-2010, 02:29 AM
Hello there. Im here as i want to promote my map, as i know this community is kinda loyal to custom maps so thats why im here/

Its a 4-cp A/D map, desert/industrial enviroment. Overall the gamemode is gravelpit+1point in the beginning, like A->B,C->D.

Blu team got 3 spawns: initial one, one they got after caping A, and one they got after caping B and C. Red got 2 spawns: initial, close to A, and second one close to B,C and D.

Right atm its in late beta deevlopments. Im working on more rare but bigger releases, had 7 alpha and 3 beta versions so far, beta4 i gonna be last if all goes well.

Im also using experemental spawn logic that has proven to work well. Its designed to prevent rush-captures, esp. at last point D as it has lowest capture time (6 seconds). In simple words, it gies red team a nearly-instant spawn after they loose any point for 15-20 seconds, so they will get enough time to defend reaining points. This usually results in tough fights around all points.

Now, download links

Dropbox (.7z) (http://dl.dropbox.com/u/1045640/heavenbeta/beta3/cp_heaven_b3a.7z)
Dropbox (.bz2) (http://dl.dropbox.com/u/1045640/heavenbeta/beta3/cp_heaven_b3a.bsp.bz2)
TF2Maps (.bz2) (http://forums.tf2maps.net/downloads.php?do=file&id=2849)
FPSbanana(.zip) (http://www.fpsbanana.com/maps/128913)
TF2Files (http://teamfortress2.filefront.com/file/CP_Heaven;111535)

Now, some screenies

http://dl.dropbox.com/u/1045640/heavenbeta/beta3/promo_b3/b3s1_sm.jpg

http://dl.dropbox.com/u/1045640/heavenbeta/beta3/promo_b3/b3s2_sm.jpg

http://dl.dropbox.com/u/1045640/heavenbeta/beta3/promo_b3/b3s3_sm.jpg

http://dl.dropbox.com/u/1045640/heavenbeta/beta3/promo_b3/b3s6_sm.jpg

Jesus
03-22-2010, 05:58 AM
I'll try it out but to be honest 4 points is a bit large for 6v6. It'd be nice to see more Gorge style maps that aren't heavily favoring the attacking force (last gives them the height advantage wtf?)

hellfire
03-22-2010, 06:15 AM
look, I pretty much understand that its not a pure comp. map, its not a 5CP and not a 3CP. Still Ive decided to look for some advice before releasing next versions. Now i got some feedbacks from mappers, then from pub players, and i just want a piece of advice from comm players. Im pretty sure this wont end up as a comm map but still i could grab some intresting ideas. And thats it :D

If its not a right thing to do, just tell me i dont know the rules around here

Jesus
03-22-2010, 06:24 AM
look, I pretty much understand that its not a pure comp. map, its not a 5CP and not a 3CP. Still Ive decided to look for some advice before releasing next versions. Now i got some feedbacks from mappers, then from pub players, and i just want a piece of advice from comm players. Im pretty sure this wont end up as a comm map but still i could grab some intresting ideas. And thats it :D

If its not a right thing to do, just tell me i dont know the rules around here
No it's fine to post it but the fact remains that if the map is a considerable size there is no way to properly defend the points. If you're not aware of what happens to Gravelpit normally the A point gets ignored because it's not worth splitting your forces so much. Can you please explain the capture order to me? Is it A+B+C in no particular order and then D after the others?

hellfire
03-22-2010, 06:28 AM
No it's fine to post it but the fact remains that if the map is a considerable size there is no way to properly defend the points. If you're not aware of what happens to Gravelpit normally the A point gets ignored because it's not worth splitting your forces so much. Can you please explain the capture order to me? Is it A+B+C in no particular order and then D after the others?

no,its A then B,C then D. In early versions ive faced the fact that one of 2 points usually gets ignored, so i shorten distance, its like 3 times smaller then A<->B on gravelpit, so its easier to manuver.Still cap time is high so "all fight for B while 1 scout captures A" tactics doesnt usually work here

Jesus
03-22-2010, 06:33 AM
So the map works like this, A and B can be captured at the same time, upon capturing those C is opened up and then after C is captured D is opened up?

hellfire
03-22-2010, 06:37 AM
still no :D
at first you can capture only A, after this B and C are unlocked, you can capture them in any order. after you capture both B and C D gets unlocked.

Hope this small picture helps

http://dl.dropbox.com/u/1045640/heavenbeta/beta3/b3over.jpg

Jesus
03-22-2010, 06:45 AM
Interesting, that might have some potential to work in a competitive setting, I'll see if I can get a scrim or pug on it this week.

hellfire
03-22-2010, 06:49 AM
scrim or pug? :D

Pinhead
03-22-2010, 11:33 AM
I'm going to add this to my server today when I get home from school and run a lobby on it, I'll tell you how it goes :)

hellfire
03-22-2010, 11:44 AM
I'm going to add this to my server today when I get home from school and run a lobby on it, I'll tell you how it goes :)

thanks alot :D well as I said its more pub one then comm one, but still I never ever got 6v6 with comm players on it so who knows :P

NeoRussia
03-22-2010, 02:26 PM
be sure to invite me this is a really pretty map, looks good, like the new style.

Pinhead
03-22-2010, 04:19 PM
well i'm uploading the map to my FTP server as we speak.

ETA: 22 minutes

gotta love slow uploads...
as soon as it's done, check tf2 lobby. the lobby will be called "commft beta test"


Just giving everyone a heads up :)

Jesus
03-22-2010, 04:22 PM
well i'm uploading the map to my FTP server as we speak.

ETA: 22 minutes

gotta love slow uploads...
as soon as it's done, check tf2 lobby. the lobby will be called "commft beta test"


Just giving everyone a heads up :)
I've got it uploaded onto my server, I can set up a lobby if you'd like.

hellfire
03-22-2010, 04:24 PM
where to join

Pinhead
03-22-2010, 04:34 PM
I've got it uploaded onto my server, I can set up a lobby if you'd like.

I'd rather do it if you don't mind, eta less than 5 minutes. :biggrin:

hellfire
03-22-2010, 04:41 PM
erm..how to join? i mean..ip?

Pinhead
03-22-2010, 04:43 PM
lobby is up.

hellfire, join tf2 lobby
http://www.tf2lobby.com/

hellfire
03-22-2010, 05:58 PM
huh 4/4 rounds won by blu.i guess nothing else to say attackers were just rolling

Jesus
03-22-2010, 06:03 PM
My biggest complaint about the map is that defensively you have very few choices. No point really has any worthwhile engineer spots and there are far too many entrances to cover effectively. Also, B and C are way too similar looking, they should be two very different points. My final suggestion is set up the map to work like Gravelpit so that it's a stopwatch map rather than a stopwatch map with push scoring.

hellfire
03-22-2010, 06:08 PM
My biggest complaint about the map is that defensively you have very few choices. No point really has any worthwhile engineer spots and there are far too many entrances to cover effectively. Also, B and C are way too similar looking, they should be two very different points. My final suggestion is set up the map to work like Gravelpit so that it's a stopwatch map rather than a stopwatch map with push scoring.

well on B i guess i need to cover red exit, as i did that on C. also overlall decrease red spawn time or increase blu. B and C were very different, still i got lots of trouble balancing em as players allways preffer B. Got lots of experements of how to force both blu and red to play on both points, i can say that atleast this one works :D still now i see i got much more balancing to do

Pinhead
03-22-2010, 06:14 PM
The map played okay, but defending is a pain. The walkway from A to spawn is pretty narrow and can easily be spammed by a demo or solly. Once you get out of spawn, the door chokepoint on top can be easily defended by a demo and most likely requires an uber push to clear out A. I like the idea of the water below A and the two entrances it has. Though, the water shouldn't be "swimmable" deep in my opinion because it makes any battle down there a spam fest.

Like jesus said, B and C are too similar. no real good places to stick a sentry.

D was probably the most enjoyable point of them all for me. The vents make a good way to flank, but anyone with a good attention span can see a roaming solly or demo coming in, and spam it or sticky trap it.

Overall, the map needs to have less choke points and needs to be a bit bigger in my opinion if you want it to be used for comp. Otherwise it's a decent pub map at best.

Best of luck to you hellfire :)

hellfire
03-22-2010, 06:18 PM
The map played okay, but defending is a pain. The walkway from A to spawn is pretty narrow and can easily be spammed by a demo or solly. Once you get out of spawn, the door chokepoint on top can be easily defended by a demo and most likely requires an uber push to clear out A. I like the idea of the water below A and the two entrances it has. Though, the water shouldn't be "swimmable" deep in my opinion because it makes any battle down there a spam fest.

Like jesus said, B and C are too similar. no real good places to stick a sentry.

D was probably the most enjoyable point of them all for me. The vents make a good way to flank, but anyone with a good attention span can see a roaming solly or demo coming in, and spam it or sticky trap it.

Overall, the map needs to have less choke points and needs to be a bit bigger in my opinion if you want it to be used for comp. Otherwise it's a decent pub map at best.

Best of luck to you hellfire :)

Thanks. As i hoped, its most helpful. Though i may not be able to end up with good comp map this can rly rly help. Still I will try to get a test for beta4 when it comes out here. Just to see if Ive learend my lesson right, and if you are not against having another betatest in couple of weeks

hellfire
05-18-2010, 06:40 PM
after some time off ive finally released an _rc
its now a 3-cp reversed-gravelpit map. If you want you can take a look and download here

http://forums.tf2maps.net/showthread.php?p=161824

swaty
05-19-2010, 06:11 PM
Hey, I remember you helping me with one of my maps in the past so I have decided to do the same. :D I haven't played the map so this is all about visual glitches.

You have a lot of rooms with little to no detail, you need to add more, for example the room where you first spawn in.
http://i49.tinypic.com/23rwufb.jpg

Displacement problem
http://i45.tinypic.com/dy1xlx.jpg

Make it more obvious that you can't go there, put some kind of a prop there
http://i50.tinypic.com/2v3n9yc.jpg

Put the fences from goldrush here because when I first saw it I thought I could jump over those rocks.
http://i49.tinypic.com/nn5th5.jpg

You need to clip this
http://i45.tinypic.com/2pqqnnm.jpg

Displacement problem here too.
http://i48.tinypic.com/ad2qm8.jpg

Nodraw brush here
http://i47.tinypic.com/2r242h4.jpg

This hallway seems empty and doesn't have enough detail
http://i47.tinypic.com/2yxrswh.jpg

The texture from the 3d skybox doesn't match the texture of the main world, either scale down the texture in the 3d skybox or scale up the texture in the main level.
http://i49.tinypic.com/n1uqsw.jpg

This overlay is too big
http://i47.tinypic.com/2d9zm8j.jpg

Put a metal texture or something underneath here because it looks bad in this pic.
http://i47.tinypic.com/dwe7tl.jpg

func_respawnroomvisualizer is sticking out here, stick it inside more so you cant see it.
http://i48.tinypic.com/spx2xs.jpg

this speaks for itself, O_o
http://i50.tinypic.com/2cmxaiv.jpg

Texture overlapping here and also put something here because I thought you could go down there so just make it obvious that you cant.
http://i49.tinypic.com/104i0zq.jpg
http://i46.tinypic.com/z1s7c.jpg