Did a little side by side comparison with Gorge, just to see if I was on the right track.
I know we don't want a Gorge 1.5 or anything, but considering the amount of play testing they prop did on the map, i figured it would save some time if I knew we had similar spacing. Here are the results.
I was kind of surprise how close we where in scale considering this was the first reference I used of a Valve map for this project.
I think the new map separates arenas better though.. the area between offense spawn and the first cp of gorge just feels like one big area, not really any way for defense to set up much of a resistance.
Standoffs are fun for a few minutes, it makes both teams feel like they're actually accomplishing something. Gorge doesn't get a standoff until the last point, where it's a huge meat grinder.
Did a little side by side comparison with Gorge, just to see if I was on the right track.
I know we don't want a Gorge 1.5 or anything, but considering the amount of play testing they prop did on the map, i figured it would save some time if I knew we had similar spacing. Here are the results.
I was kind of surprise how close we where in scale considering this was the first reference I used of a Valve map for this project.
Has anyone made a 3 point attack/defend map? Why is it always 2 cps?
tofu on
0
Tommy2Handswhat is this where am iRegistered Userregular
edited August 2010
because if the map is good it should take just long enough to do two
three would take forever if the attacking team doesn't just roll the defense team automatically
Did a little side by side comparison with Gorge, just to see if I was on the right track.
I know we don't want a Gorge 1.5 or anything, but considering the amount of play testing they prop did on the map, i figured it would save some time if I knew we had similar spacing. Here are the results.
I was kind of surprise how close we where in scale considering this was the first reference I used of a Valve map for this project.
Has anyone made a 3 point attack/defend map? Why is it always 2 cps?
Did a little side by side comparison with Gorge, just to see if I was on the right track.
I know we don't want a Gorge 1.5 or anything, but considering the amount of play testing they prop did on the map, i figured it would save some time if I knew we had similar spacing. Here are the results.
I was kind of surprise how close we where in scale considering this was the first reference I used of a Valve map for this project.
Has anyone made a 3 point attack/defend map? Why is it always 2 cps?
The artpass map is 3 points and surprisingly enough, its smaller than gorge. I could always add a 3rd point just for you and write your name on it.
Honestly, I wanted to make this a 3cp map but I'm looking to make this project manageable for a PA mapping team so I decided on only two. The more points there are the more variables there are to adjust for balance which means more time which means more of a possibility of it not getting finished.
Haha, I was just curious if there was something about more than 2 cps that made the maps completely bad, since all of dustbowl is broken up into two cp chunks and gorge is only 2 cps
If the Merriweather looked as good in game as it does in its TF2wiki page, I would have kept it. But it always looks tiny and a little odd when I taunt. Blue helmets are a small price to pay for a well-fitting hat.
If the Merriweather looked as good in game as it does in its TF2wiki page, I would have kept it. But it always looks tiny and a little odd when I taunt. Blue helmets are a small price to pay for a well-fitting hat.
Hmm. I'll take your word for it, but only because you have the best opinions in the thread.
This would have been a sweet screen if it weren't for the damn scoreboard. I need a mod to get rid of it.
I'm pretty sure the heavy getting lasered in the butt is That_Guy.
Zehbrahs makes a great pocket medic. Red team was losing pretty badly. I was engineer, and we had neither a heavy nor a medic. Blu pushed us back to our last spawn a couple of times and no one was taking my teleporter to behind their spawn point. So I went heavy, Zehbrahs went medic, and we pushed the Blu infidels back to win two rounds. We even had to deal with a pair of heavies at one point.
This might be some of my finer map work. Hopefully it runs well.
Might throw it up in an a couple of hours. It might not exactly be ready for a full test by then, but anyone wanting to run around it and give their thoughts are more than welcome.
Might throw it up in an a couple of hours. It might not exactly be ready for a full test by then, but anyone wanting to run around it and give their thoughts are more than welcome.
I think it looks pretty cool.
I am disappointed by the size of that bomb though. What is it, a bomb for ants?
The bomb has to be at least.. three times bigger than t his!
Posts
I know we don't want a Gorge 1.5 or anything, but considering the amount of play testing they prop did on the map, i figured it would save some time if I knew we had similar spacing. Here are the results.
I was kind of surprise how close we where in scale considering this was the first reference I used of a Valve map for this project.
Standoffs are fun for a few minutes, it makes both teams feel like they're actually accomplishing something. Gorge doesn't get a standoff until the last point, where it's a huge meat grinder.
Has anyone made a 3 point attack/defend map? Why is it always 2 cps?
three would take forever if the attacking team doesn't just roll the defense team automatically
steel is what, 5?
The artpass map is 3 points and surprisingly enough, its smaller than gorge. I could always add a 3rd point just for you and write your name on it.
Honestly, I wanted to make this a 3cp map but I'm looking to make this project manageable for a PA mapping team so I decided on only two. The more points there are the more variables there are to adjust for balance which means more time which means more of a possibility of it not getting finished.
If I made maps I would so make a cp_science!.
I don't care if one already exists. Mine would be so much better.
Steam | Twitter
cp_science exists and is crazy. Its a really old community made map.
you will not insult the greatest of the pyro hats
I don't see where he insults the vintage merryweather.
But mine has an exclamation mark. Totally better.
Steam | Twitter
All I have to offer is a trophy belt.
Fixed that up for you.
Lets see
a gay helmet of gayness
or a rubber glove the pyro somehow managed to get away from the engineer and looked at it and thought "Mmrmmn Frmmp Mmnr!" and put it on its head.
so suck my flame emitting dick
If you wear the BRIGADE HELMET then you're a real HOT DOG
the answer is obvious
I'll happily trade you my troublemakers tossle cap.
Steam | Twitter
it's not even an arguable point
But the brigade helmet looks terrible on Blu. The merryweather, however, looks great on both teams.
Hmm. I'll take your word for it, but only because you have the best opinions in the thread.
I'm pretty sure the heavy getting lasered in the butt is That_Guy.
Zehbrahs makes a great pocket medic. Red team was losing pretty badly. I was engineer, and we had neither a heavy nor a medic. Blu pushed us back to our last spawn a couple of times and no one was taking my teleporter to behind their spawn point. So I went heavy, Zehbrahs went medic, and we pushed the Blu infidels back to win two rounds. We even had to deal with a pair of heavies at one point.
8-)
IT'S REAL!!!!
Coming "soon"
This might be some of my finer map work. Hopefully it runs well.
Might throw it up in an a couple of hours. It might not exactly be ready for a full test by then, but anyone wanting to run around it and give their thoughts are more than welcome.
Aw.
Seriously though, I have a mess of dupes and even hats I plainly do-not-want. I'll whip up a list when I get a chance.
I think it looks pretty cool.
I am disappointed by the size of that bomb though. What is it, a bomb for ants?
The bomb has to be at least.. three times bigger than t his!