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View Full Version : cp_spillway [Hydro-themed 5CP]


FreeLance_FoX
09-03-2009, 06:53 PM
current version: alpha 15

download: http://forums.tf2maps.net/downloads.php?do=file&id=3038

http://forums.tf2maps.net/showthread.php?t=7535

A linear five-CP push map set in the cascading valley between two hydroelectric dams. Both dams are owned by the parent company Alpha Electric, but through an odd series of transactions RED and BLU have come to each run one of the dams. In an attempt to sabotage their rivals, both teams are now attempting to access the valves controlling the spillways of one another's dams. These spillways provide vital egress for overflowing water should the dams burst and flood the teams' bases.

The first point is set in the floodgate control room which secretly houses an array of arms aimed at the opposing team. The second point is set in the cavern where the spillway passes through, controlling the vital override controls for either team's emergency pressure valve. The middle point is located in the basin where the water finally settles and the surrounding buildings control either team's dam.



Keep in mind this is still in alpha. I'm posting this here because I care about balance and am willing to make large, sweeping changes at this point in development. All visuals are incomplete, and nothing is displaced. Everything is subject to change, which is why I want you to playtest this now.

tf2maps topic, for further balance discussion: http://forums.tf2maps.net/showthread.php?t=7535

thanks!
FoXy

remix
09-05-2009, 07:43 PM
Map has a lot of potential and is Remix approved.

Still desperately needs competitive playtesting and feedback from someone other than me :)

FreeLance_FoX
09-07-2009, 10:11 PM
a7 released!

DL: http://forums.tf2maps.net/downloads.php?do=file&id=2413

Screens: http://img6.imageshack.us/gal.php?g=cpspillwaya70009.jpg

TF2Maps: http://forums.tf2maps.net/showthread.php?p=77948#post77948

Alpha 7 - 9/7
* Closed off path from the yard to the lower/hole area
* Created a one-way door into the stairway room
* Turned the wide cave path into a tunnel/building
* Added a new staircase from the hole area to the new tunnel building
* Raised height of cliffs around last
* Added a laz0r on the final CP spawn buildings
* Height of hoodoos at middle lowered
* Additional rock added to middle
* New sign at middle
* Extended rock arch into the yard to block sightlines
* Added new rock arch high above the yard
* Many new details added
* Retextured all rock walls to align with the new higher cliffs around last
* Moved some health around, making the medium health in the tunnel a small and adding a small into the stairway room
* Added a small ammo to corner of the 2nd floor by the 2nd CP

Known Issues:
* Texture for one sign on the BLU side hole area is missing
* Clipping on the hills at middle is atrocious, will be fixed in a7a coming soon
* Power cord for the laser totally goes through the roof of the spawns

FreeLance_FoX
09-26-2009, 06:13 PM
a8 is here!

http://forums.tf2maps.net/downloads.php?do=file&id=2568

- Simplified staircase from hole area to the tunnel by having it empty directly onto the 2nd CP
- Changed the 2nd forward respawns @ the middle CP to create more cover in that corner of the space, prevent spam over the rocks; added billboards to middle
- Initial (main) Spawns moved forward & up into the glass window room of the warehouse, all of the useless space to the left removed
- Cave ceiling added to 2nd, with many new details like skylights & increased lighting on the lower route to make it more attractive
- Detail greatly improved, including a lot of new greenery, new overlays, and more decorative ground water
- Changes to health & ammo: sm->med ammo in yard, med->sm in hole, med->small at last, moved health/ammo by last spawns, sm->med at long tunnel
- Bug & clipping fixes

FreeLance_FoX
10-08-2009, 12:35 AM
a9a released!

http://forums.tf2maps.net/downloads.php?d..

- Raised the floor of the lower ground @ yard & under the hole, making the height advantage of defenders as well as the fall damage less severe.
- Reworked the flow around last, including moving the bridge to empty directly onto the CP, and streamlining the main path + improving the angles to favor attackers in that area.
- Angled the front portion of the roof @ last, plus added a new tower to that building to break up sightlines on the ramp path to the CP.
- Changed the initial spawn rooms to be located upstairs in the rear of the warehouse, with doors left & right.
- Increased the thickness of ceiling @ 2nd/4th in order to decrease the perceived size of the area.
- Raise the light levels @ 2nd/4th.
- Moved the sheet metal @ 2nd/4th to cover the sightline from tunnel to the other side of the CP, effectively making that approach a flank for the defense, decreasing spam, & adding cover on the CP.
- Additional detail everywhere, including an example of the above-cliff detailing @ last.

FreeLance_FoX
11-07-2009, 03:15 PM
cp_spillway_a10

http://img5.imageshack.us/img5/6812/spillway1.jpg

DOWNLOAD - http://forums.tf2maps.net/downloads.php?do=file&id=2827

A linear five-CP push map set in the cascading valley between two hydroelectric dams... and it's come a LONG way since a2 was released a couple months ago!

With the help of my new co-author Sawks, in this version I've totally overhauled the map. While the layout is similar all around, it's been rebuilt from scratch with new, cleaner brushwork and a handful of MAJOR changes to the layout intended to perfect the flow. The middle CP has been redesigned, the 2nd is brand new, and the last looks nothing like it used to!

I hope you all find these changes for the better. Do be forewarned, though, that since this overhaul I've also put the map back into dev textures. Not only was it something I should have started with, but it's going to help with displacing and detailing later.

I owe many thanks to Sawks, Nineaxis, and all my mapping brain trust for their help!

I'm looking for all feedback, both competitive and casual, so please check out my topic: http://forums.tf2maps.net/showthread.php?ltr=S&t=7535

-FoX

FreeLance_FoX
11-12-2009, 04:28 PM
Hey guys! Just an update: Since this has been accepted as a TWL preseason map, I would like to get a new version out in the coming days to fix a few glaring issues. I have a good sense of what's wrong right now, what would help most are ideas to integrate the least used paths more. I posted a huge post about that on TF2maps, and if you're interested and willing to read a lot, try that.

For all of you who are play this or are getting ready for TWL, please send me your demos! If you have any comments you can say them in game in the demo. Be brutally honest, you're honestly not going to say anything I haven't already heard.

FreeLance_FoX
11-26-2009, 08:30 PM
CP_SPILLWAY_A11A

DOWNLOAD http://forums.tf2maps.net/downloads.php?do=file&id=2869

CHANGELIST
1: Added a number of hoodoos to mid that break up the long sightlines and significantly change the flow of the area.
2: Added a ramp up to the left side of 2nd to allow the middle, spillway, route, to be more useful.
3: Reworked last and 1-2 completely. Big changes, but hopefully will improve the theme, balance, and most of all flow. Last is now indoors =)
4: Spawntimes adjusted hoping to fix some balance issues. They may be... too long overall, but they can be easily fixed don't worry! Changed: respawn when a team owns 4 CPs to 10, respawn when a team owns 1 CP to 6. Last is easy enough to attack and the offense spawns quite close to 2nd!

FEEDBACK ---> http://forums.tf2maps.net/showthread.php?t=7535

FreeLance_FoX
12-08-2009, 06:27 PM
CP_SPILLWAY_A13

DOWNLOAD http://forums.tf2maps.net/downloads.php?do=file&id=2930

CHANGELIST
1: HUGE changes to last! It's ENTIRELY new, totally epic, and it plays 200% times better. It's an indoor area with a waterfall emptying into the Spillway basin, skylights, spytech theme, and it is overall much bigger. The pathways to last got revamped and widened as well.
2: Minor change to the ramp at middle, leading to the walkway into yard. Replaced the rock/lamp combo that allowed jumps with a small platform and a rock, much like what was in a8.
3: Revamped the stairway room/stairhouse at 2-3, making it a larger room with a wider ramp and better sightlines for attacking teams. Widened door.
4: Many minor changes including changing/fixing the last CP spawn times to 10 attackers/7 defenders.
5: Added a dip in the floor to the lower right path to the last CP.

NOTE versions a12 and a12a were released for limited testing but now that a13 is out, every major error has been fixed and everything works 100%. With that said, I would REALLY like some testing. I'll be pursuing as much competitive feedback as possible in order to refine the geometry before entering beta, hopefully over xmas break.

FEEDBACK ---> http://forums.tf2maps.net/showthread.php?t=7535

NeoRussia
12-10-2009, 11:54 AM
I remember playing this map, it is great.

wanderrful
12-26-2009, 04:37 PM
i played a round of the latest version (well actually i spectated and recorded a demo, which is at the end of this post) in one of the tf2maps.net things.

even though it hasn't been developed enough to look pretty like badlands and whatnot (its still in alpha so that's not a criticism), i think that it plays very well!

http://rapidshare.com/files/326279214/cp_spillway_demo.dem.html

FreeLance_FoX
12-27-2009, 01:50 PM
Thanks for that, Wand! I appreciate it.

The visuals have yet to be completed because I've been fussing so much over the layout. I hope to release a15 late tonight or maybe tomorrow and that should effectively finish the layout, I hope. After that you can expect b1 within two weeks, I'm hoping, which will make it "pretty" and optimized, so it will be all ready to go. ;)

If you want to talk to me about your deadlines for choosing maps sometime, hit me up on steam or via PM here.

-FoX

FreeLance_FoX
12-30-2009, 05:00 PM
cp_spillway_a15

DL: http://forums.tf2maps.net/downloads.php?do=file&id=3038

Changelist
1: Reworked 1-2 & last significantly, shortened last and adjusted the connections. The right side is now a curved staircase directly to the top, & there is a door next to it that connects to lower
2: Health & ammo around 1-2 changed: alcove @ lower -> medium ammo, added medium health @ lower, both medium ammos up top -> small, medium health @ top -> small
3: Some details added, textures revised, & glitches fixed

FEEDBACK ---> http://forums.tf2maps.net/showthread.php?t=7535

NeoRussia
12-30-2009, 05:07 PM
just when you thought it couldn't get better