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View Full Version : cp_shipyard (former Compound)


v3locity
01-24-2010, 08:09 PM
This is my first "real" map, I've released a few other gimmick maps but nothing to this scale so any advice or criticism is extremely helpful at this point. Also note that any detailing that has been done was done while I was waiting for my co-author to take a look at it so that we could figure out what to work on next, so it'll probably be redone at some point during the maps development process. So if you think something looks goofy... you're probably right. :P

Shipyard is a 5CP map that has been designed for competitive TF2. Me and my co-author jinn_ have spent a lot of time developing a layout that we're happy with and we're convinced we've finally got it. This map pulls some ideas from the standard competitive maps and meshes them together to form a map that I feel has a huge amount of potential. I'm completely committed to doing everything within my power to making this map one of the best out there, especially for competitive play. Any feedback will be read and considered, any kind of feedback is extremely helpful -- especially in this stage of the map -- so if you have something to say, I'd love to hear it.

Credits
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A Boojum Snark -- without the Ultimate Resource Pack I'd probably still be working on my doors :X
Ravidge -- Lighting Library
Contributors to the Swamp Pack -- the rowboat

Big thanks to all of those who have given feedback so far (Creed, Kuiper, A Seagull, Kermit, remix, FreeLance FoX) and especially jinn_ who originally started this map and handed it over to me so that it could continue development.

Download: http://dl.dropbox.com/u/3589347/cp_shipyard_a1.zip

http://dl.dropbox.com/u/3589347/ss/cp_shipyard_a10001.jpg http://dl.dropbox.com/u/3589347/ss/cp_shipyard_a10002.jpg
http://dl.dropbox.com/u/3589347/ss/cp_shipyard_a10003.jpg
http://dl.dropbox.com/u/3589347/ss/cp_shipyard_a10004.jpg

remix
01-27-2010, 11:09 AM
I will look into the map more later, but mid is far too open. You need some way to block a demoman from sticky jumping all the way across the map and killing the enemy medic with two stickies. Also seems like it will be sniper/fan scout heaven. Any team that doesn't run a fan scout here would be crazy, and with all the flat ground and large area at mid its just easy pickings.

The texturing/detailing still has a long way to go. I think the paths that go over the 2/4 point are kinda obscure. I don't know how you will be able to make that look good in a final version.

Looks like some solid progress from compound though.