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cp_reckoner (5CP)
181
#181
cp_sunshine, cp_reckoner
27 Frags +

cp_reckoner_rc1

DOWNLOAD RC1

Biggest change: mid! The new shack will offer much more strategy: now you can get down below through the stairs without being seen by people on the bridge, if you stay close to the shack. There's a bunch of medium-ground position that's covered by the shack, too; it takes more effort to gather information now! There's more position under bridge where people on top of bridge can't see, as well.

The shack also adds a more complex high ground fight - now if soldiers are on crate, you can counterbomb shack and hold your own space, sorta like granary. The rest of the changelog is below, there's been quite a few other major changes, but this is the one I really wanted to expand on.

Remember to upvote the map on the Steam Workshop if you'd like to support me and my maps!

Changelog:
• Removed circuit breakers around the entrances to lobby which held stickytraps easily
• Clipped lobby-green-room main exit to second
• Widened said exit in order to make passage easier
• Added shutter door to said exit
• Added window next to the shutter door of said exit
• Note: There are subtle visual indications of the door trigger! Make sure to keep an eye out, and they render no matter what graphical settings you're on. So you won't have to guess where you can or cannot stand to avoid opening the shutter.
• Widened stairs to upper boiler lobby entrance from 112u wide to 160u. This makes movement and retreating easier and more forgiving.
• Moved cover on upper side of last entrances for multiple reasons:
• Cover nearby the entrance didn't provide much usefulness
• It now blocks a sightline from lobby large door in through to that side, making it harder to collect free information
• Pulled out left wall of last, contouring greenhouse nearby to rid the side of its sentry nooks
• Pulled out right wall of last, offering less space for turtling
• Moved around cover to prevent sightline from toxic angled entrance on mid through cargo (let's just see how this works before I commit to changing any major geometry around there)
• Adjusted doorways through cargo very slightly as a result of said sightline blocking
• Removed crates in little rooms beside mid point, filled in with concrete to make a flat-back instead (easier for explosions)
• Removed access to ledge above toxic entrance to second.
• Re-detailed said ledge
• Widened 45° ramp up from grass to forklift on 2nd
• Re-detailed interior roof of Toxic
• Put toxic sign in toxic
• Clipped “open” edges of mid with the delivery truck and metal railings in a better fashion.
• Blockbulleted said railings so splash is much easier.
• Remade small cliff leading from lower connector to far-mid area, now it's a solid brick wall. Can't stand behind the wall anymore on top of the cliff.

Screenshots:

https://tf2maps.net/attachments/20161220133306_1-jpg.38299/

https://tf2maps.net/attachments/20161220133254_1-jpg.38298/

https://tf2maps.net/attachments/20161220133335_1-jpg.38300/

https://tf2maps.net/attachments/20161220133348_1-jpg.38301/

https://tf2maps.net/attachments/20161220133407_1-jpg.38302/

https://tf2maps.net/attachments/20161220133417_1-jpg.38303/

https://tf2maps.net/attachments/20161220133453_1-jpg.38304/

https://tf2maps.net/attachments/20161220133501_1-jpg.38305/

https://tf2maps.net/attachments/20161220133514_1-jpg.38306/

https://tf2maps.net/attachments/20161220133534_1-jpg.38307/

[h]cp_reckoner_rc1[/h]

[url=https://tf2maps.net/downloads/reckoner.974/download?version=6564]DOWNLOAD RC1[/url]

[u]Biggest change: mid![/u] The new shack will offer much more strategy: now you can get down below through the stairs without being seen by people on the bridge, if you stay close to the shack. There's a bunch of medium-ground position that's covered by the shack, too; it takes more effort to gather information now! There's more position under bridge where people on top of bridge can't see, as well.

The shack also adds a more complex high ground fight - now if soldiers are on crate, you can counterbomb shack and hold your own space, sorta like granary. The rest of the changelog is below, there's been quite a few other major changes, but this is the one I really wanted to expand on.

Remember to [url=http://steamcommunity.com/sharedfiles/filedetails/?id=674719999]upvote the map on the Steam Workshop[/url] if you'd like to support me and my maps!

Changelog:
• Removed circuit breakers around the entrances to lobby which held stickytraps easily
• Clipped lobby-green-room main exit to second
• Widened said exit in order to make passage easier
• Added shutter door to said exit
• Added window next to the shutter door of said exit
• Note: There are subtle visual indications of the door trigger! Make sure to keep an eye out, and they render no matter what graphical settings you're on. So you won't have to guess where you can or cannot stand to avoid opening the shutter.
• Widened stairs to upper boiler lobby entrance from 112u wide to 160u. This makes movement and retreating easier and more forgiving.
• Moved cover on upper side of last entrances for multiple reasons:
• Cover nearby the entrance didn't provide much usefulness
• It now blocks a sightline from lobby large door in through to that side, making it harder to collect free information
• Pulled out left wall of last, contouring greenhouse nearby to rid the side of its sentry nooks
• Pulled out right wall of last, offering less space for turtling
• Moved around cover to prevent sightline from toxic angled entrance on mid through cargo (let's just see how this works before I commit to changing any major geometry around there)
• Adjusted doorways through cargo very slightly as a result of said sightline blocking
• Removed crates in little rooms beside mid point, filled in with concrete to make a flat-back instead (easier for explosions)
• Removed access to ledge above toxic entrance to second.
• Re-detailed said ledge
• Widened 45° ramp up from grass to forklift on 2nd
• Re-detailed interior roof of Toxic
• Put toxic sign in toxic
• Clipped “open” edges of mid with the delivery truck and metal railings in a better fashion.
• Blockbulleted said railings so splash is much easier.
• Remade small cliff leading from lower connector to far-mid area, now it's a solid brick wall. Can't stand behind the wall anymore on top of the cliff.

Screenshots:

[img]https://tf2maps.net/attachments/20161220133306_1-jpg.38299/[/img]
[img]https://tf2maps.net/attachments/20161220133254_1-jpg.38298/[/img]
[img]https://tf2maps.net/attachments/20161220133335_1-jpg.38300/[/img]
[img]https://tf2maps.net/attachments/20161220133348_1-jpg.38301/[/img]
[img]https://tf2maps.net/attachments/20161220133407_1-jpg.38302/[/img]
[img]https://tf2maps.net/attachments/20161220133417_1-jpg.38303/[/img]
[img]https://tf2maps.net/attachments/20161220133453_1-jpg.38304/[/img]
[img]https://tf2maps.net/attachments/20161220133501_1-jpg.38305/[/img]
[img]https://tf2maps.net/attachments/20161220133514_1-jpg.38306/[/img]
[img]https://tf2maps.net/attachments/20161220133534_1-jpg.38307/[/img]
182
#182
2 Frags +

Good changes

Good changes
183
#183
1 Frags +

Nice changes, hopefully mid will play much better now.

A minor issue I spotted is that there's some visible nodraw on the ceiling inside of blue cargo. (I forgot to take screenshots, my bad)

Nice changes, hopefully mid will play much better now.

A minor issue I spotted is that there's some visible nodraw on the ceiling inside of blue cargo. (I forgot to take screenshots, my bad)
184
#184
cp_sunshine, cp_reckoner
1 Frags +
MacA minor issue I spotted is that there's some visible nodraw on the ceiling inside of blue cargo. (I forgot to take screenshots, my bad)

Oops! I have absolutely no idea how that happened, looks like I accidentally made some ceiling panels disappear. It won't impact gameplay at all, so I'll keep the fix until RC2 (which will be a while), but rest assured it'll be fixed for the next version.

If there's any game-breaking bugs found, I'll be sure to update ASAP. I don't think there is any, though, so we should be good.

[quote=Mac]A minor issue I spotted is that there's some visible nodraw on the ceiling inside of blue cargo. (I forgot to take screenshots, my bad)[/quote]

Oops! I have absolutely no idea how that happened, looks like I accidentally made some ceiling panels disappear. It won't impact gameplay at all, so I'll keep the fix until RC2 (which will be a while), but rest assured it'll be fixed for the next version.

If there's any game-breaking bugs found, I'll be sure to update ASAP. I don't think there is any, though, so we should be good.
185
#185
5 Frags +

Get rid of the new buildings on mid

https://static-cdn.jtvnw.net/emoticons/v1/58765/1.0

Get rid of the new buildings on mid

[img]https://static-cdn.jtvnw.net/emoticons/v1/58765/1.0[/img]
186
#186
9 Frags +
FunsGet rid of the new buildings on mid

because?

[quote=Funs]Get rid of the new buildings on mid[/quote]
because?
187
#187
2 Frags +

Please old mid back :)

Please old mid back :)
188
#188
15 Frags +

Feedback is okay, but constructive feedback is 10x more useful.

What makes the new mid layout worse/less fun/less skillful/etc? Why do you think that?

Feedback is okay, but constructive feedback is 10x more useful.

What makes the new mid layout worse/less fun/less skillful/etc? Why do you think that?
189
#189
6 Frags +

One visual change I dislike is the textures on the sides of the new houses on mid. They're way darker than the the textures on the walls of the rest of the map and the houses look really out of place. Maybe you're trying to differentiate from the other walls but I feel like there has to be a more fitting way to do this.

One visual change I dislike is the textures on the sides of the new houses on mid. They're way darker than the the textures on the walls of the rest of the map and the houses look really out of place. Maybe you're trying to differentiate from the other walls but I feel like there has to be a more fitting way to do this.
190
#190
6 Frags +

I can't see nuttin with the new mid unless if we go right
please bring back old mid or give more vision with this one (removing the shack or making it smaller)

I can't see nuttin with the new mid unless if we go right
please bring back old mid or give more vision with this one (removing the shack or making it smaller)
191
#191
cp_sunshine, cp_reckoner
10 Frags +

Yo, yeah, I hear you all re: the shacks on mid. Big changes are better than small ones, IMO, I want to wait the season out + get some high-level feedback on the map before I commit to changing anything from here. I would recommend doing some thinking about how to approach the new mid differently, and come back with more feedback after the map's ETF2L weeks have passed. I can assure you the tactics are going to need to be changed up.

Regardless, let it be known this will NOT be the final revision of the map. As was Sunshine, this map is able and ready to be revised at will, and it surely will be refined more and more as we determine what the best layout for the map should be.

Any in-depth analysis of the current mid vs. older mids vs. potential "new" or "edited" mids is greatly appreciated.

Thank you for your continued feedback and support.

Yo, yeah, I hear you all re: the shacks on mid. Big changes are better than small ones, IMO, I want to wait the season out + get some high-level feedback on the map before I commit to changing anything from here. I would recommend doing some thinking about how to approach the new mid differently, and come back with more feedback after the map's ETF2L weeks have passed. I can assure you the tactics are going to need to be changed up.

Regardless, let it be known this will NOT be the final revision of the map. As was Sunshine, this map is able and ready to be revised at will, and it surely will be refined more and more as we determine what the best layout for the map should be.

Any in-depth analysis of the current mid vs. older mids vs. potential "new" or "edited" mids is greatly appreciated.

Thank you for your continued feedback and support.
192
#192
5 Frags +

About the mid, I think the general consensus is that the buildings restrict too much sight for medics / demos. It feels like standing behind the crates on granary mid, except there is no big open space in between; the point is not somewhere you want to stand whereas on granary it probably is.

About the mid, I think the general consensus is that the buildings restrict too much sight for medics / demos. It feels like standing behind the crates on granary mid, except there is no big open space in between; the point is not somewhere you want to stand whereas on granary it probably is.
193
#193
7 Frags +

Not a fan of the mid either, feel like its too easy to get flanked and you have 0 visibility anymore. + you cant jump through the mid anymore from toxic so mehhh

Not a fan of the mid either, feel like its too easy to get flanked and you have 0 visibility anymore. + you cant jump through the mid anymore from toxic so mehhh
194
#194
6 Frags +

remove bridge!!!

remove bridge!!!
195
#195
2 Frags +
FunsAbout the mid, I think the general consensus is that the buildings restrict too much sight for medics / demos. It feels like standing behind the crates on granary mid, except there is no big open space in between; the point is not somewhere you want to stand whereas on granary it probably is.

You can kind of see through the bridge on mid, might be good to make the underside of it more transparent.

[quote=Funs]About the mid, I think the general consensus is that the buildings restrict too much sight for medics / demos. It feels like standing behind the crates on granary mid, except there is no big open space in between; the point is not somewhere you want to stand whereas on granary it probably is.[/quote]
You can kind of see through the bridge on mid, might be good to make the underside of it more transparent.
196
#196
0 Frags +

Wouldn't the enemy team still be able to tell you went under by seeing the cap time on point?

Wouldn't the enemy team still be able to tell you went under by seeing the cap time on point?
197
#197
cp_sunshine, cp_reckoner
4 Frags +

Just so everyone is aware, reckoner is getting an RC2 update very soon, since its weeks are over in ETF2L and OzFortress. I will be contacting admins of the respective leagues to organise how it will impact playoffs. EDIT: I will not be updating the map until after playoffs, so as to not introduce unfamiliar elements into important matches. Managers of pug systems who run Reckoner, be ready for RC2 in the coming weeks.

Major changes, almost exclusively to mid:
• Heavily reduced size of shack in all axes (exposed a few key lines of sight while still keeping some additional cover that did not exist without them)
• Re-added metal ramp from side-of-mid up to bridge again, and it is wider than it was in beta
• Shortened length of the angled jut-out on mid grass by 64?-ish units, a tad more point space now
• Shortened metal entryway from cargo, there is much more space on right concrete now
• Expanded space within stairwell to under mid by 16u
• Added transparent grate hole to the centre of mid bridge – not as much visibility as a fully transparent bridge, but not as opaque as a fully covered one
• Removed a couple problem detail brushes around shack that could catch players

Just so everyone is aware, reckoner is getting an RC2 update very soon, since its weeks are over in ETF2L and OzFortress. I will be contacting admins of the respective leagues to organise how it will impact playoffs. EDIT: [b]I will not be updating the map until after playoffs, so as to not introduce unfamiliar elements into important matches.[/b] Managers of pug systems who run Reckoner, be ready for RC2 in the coming weeks.

Major changes, almost exclusively to mid:
• Heavily reduced size of shack in all axes (exposed a few key lines of sight while still keeping some additional cover that did not exist without them)
• Re-added metal ramp from side-of-mid up to bridge again, and it is wider than it was in beta
• Shortened length of the angled jut-out on mid grass by 64?-ish units, a tad more point space now
• Shortened metal entryway from cargo, there is much more space on right concrete now
• Expanded space within stairwell to under mid by 16u
• Added transparent grate hole to the centre of mid bridge – not as much visibility as a fully transparent bridge, but not as opaque as a fully covered one
• Removed a couple problem detail brushes around shack that could catch players
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