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cp_stitched
1
#1
0 Frags +

Name is a placeholder, didn't know what to call it at the time. Feel free to suggest something.

cp_stitched_a8a: Link

Designed entirely for 6s, had some testing on it already figured I'd make a thread so it's more public. I am not a mapper, some stuff will be janky and unoptimised but I am working on it!

I already have a bunch of stuff to do for a7 but if you have any suggestions/stuff I should fix post them. Please play the map before suggesting gameplay changes though!!

The most important thing for me is to find what areas people find fun/unfun so I know what to keep/change. I just want to make a map people enjoy to play!

TF2 Maps thread

Name is a placeholder, didn't know what to call it at the time. Feel free to suggest something.

cp_stitched_a8a: [url=https://tf2maps.net/downloads/cp_stitched.5657/download?version=12622]Link[/url]

Designed entirely for 6s, had some testing on it already figured I'd make a thread so it's more public. I am not a mapper, some stuff will be janky and unoptimised but I am working on it!

I already have a bunch of stuff to do for a7 but if you have any suggestions/stuff I should fix post them. Please play the map before suggesting gameplay changes though!!

The most important thing for me is to find what areas people find fun/unfun so I know what to keep/change. I just want to make a map people enjoy to play!

TF2 Maps [url=https://tf2maps.net/downloads/cp_stitched.5657/]thread[/url]
2
#2
18 Frags +

b4nny did a quick review of it on his stream tonight if you're interested in seeing his feedback (VOD link -- 30:25 ~ 42:45)

b4nny did a quick review of it on his stream tonight if you're interested in seeing his feedback ([url=https://www.twitch.tv/videos/209087111]VOD link[/url] -- 30:25 ~ 42:45)
3
#3
-4 Frags +

name it oh phea like oh dear

name it oh phea like oh dear
4
#4
-4 Frags +

cp_jimb0t

cp_jimb0t
5
#5
8 Frags +

cp_crates

cp_crates
6
#6
0 Frags +

For what it's worth, this map seems really intuitive to learn from playing it a few times, definitely moreso than a lot of other new 5cp maps.

For what it's worth, this map seems really intuitive to learn from playing it a few times, definitely moreso than a lot of other new 5cp maps.
7
#7
0 Frags +
Show Content

You should avoid this type of thing. For one it makes combat awkward, additionally it takes you longer to get all the health/ammo in order to re-enter the action.

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This holding position on second seems way too strong. If a team is up by a round with little time left on the clock, it would be a nobrainer to not go mid and just hold here, not to mention stalemates will become a problem. I would suggest either reworking the route(s) to mid & second in order to allow for things such as sacking, offclassing, UBER TRADES... etc

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This tiny doorway is super hard to push through for either team. One roamer can deny a whole team from pushing by standing on one of the fences and just spamming the box. If you look at another competitive map like gullywash, the bigdoor is still held by roamer but it is larger to ease pushing through it. Another map like process IT/PC can also be held by a roamer fairly effectively, but doing so kind of shuts him off from the rest of his team, but here he can easily get a quick rotation or heals to deny it.

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I don't really get the purpose of this health kit, since there's already a medium kit in the same room and medics & demomen can't access it (while it is indoors). There's already enough health in that room

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You clearly had the right idea to have a large entrance to mid but as I mentioned earlier, the other door is teenie tiny. A lot of the doors are really small actually. Take this:

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Or this:

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The shutters could also be larger I think, especially the ones on last.

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Due to all of the entrances to mid (except a drop-down) basically leads you to the same side every mid, with the highground there being way more accessible to either team, it feels like this mid will be kind of like a standoff between teams just standing on their own highground. Also, by making the fastest path to mid also be the one that gives you highground heavy to mid will be more viable than on a map like badlands. Sniper to mid will also be slightly more viable (than average) due to how open it is. The mid is actually really really big and it's practically impossible to prevent somebody from running behind your team or flanking. I would suggest further condense the mid area into a more conventional style. Also, the area behind the crates feel like huge trenches and are kind of awful to get caught in. I guess the area doesn't hold much of a significance but still.

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Make sure walls like these are always higher than another platform within the playing area, to completely ensure that players know they can't access it. This is important, especially for an alpha when people will first learn the layout.

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Consider adding some sort of ramp here... it will make the point a lot more accessible both from the shutter and the flank.

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Ammopacks should generally be in holding areas or in areas transitioning you from different areas, I would advice moving these away from combat. For instance, snakewater africa is a good example of a transitional ammo pack, and the ammo packs on mid bridge on badlands. Badlands also has them close to the point, but no team would ever consider holding on the lowground here.

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This is probably the fastest rollout route but the medium health kit is very easily denied by either demo. Due to this, I honestly think that demomen most of the time won't consider it as a health gain during their rollout and just go top, further incentivising the entire team to just stand on their own highground.

[spoiler][img]https://i.imgur.com/3rWvkoF.jpg[/img]
[img]https://i.imgur.com/DTbxG6K.jpg[/img]
[/spoiler]
You should avoid this type of thing. For one it makes combat awkward, additionally it takes you longer to get all the health/ammo in order to re-enter the action.

[spoiler][img]https://i.imgur.com/HvAAa8U.jpg[/img][/spoiler]
This holding position on second seems way too strong. If a team is up by a round with little time left on the clock, it would be a nobrainer to not go mid and just hold here, not to mention stalemates will become a problem. I would suggest either reworking the route(s) to mid & second in order to allow for things such as sacking, offclassing, UBER TRADES... etc

[spoiler][img]https://i.imgur.com/uLwbqZV.jpg[/img][/spoiler]
This tiny doorway is super hard to push through for either team. One roamer can deny a whole team from pushing by standing on one of the fences and just spamming the box. If you look at another competitive map like gullywash, the bigdoor is still held by roamer but it is larger to ease pushing through it. Another map like process IT/PC can also be held by a roamer fairly effectively, but doing so kind of shuts him off from the rest of his team, but here he can easily get a quick rotation or heals to deny it.
[spoiler]
[img]https://i.imgur.com/kjRlBVB.jpg[/img][/spoiler]
I don't really get the purpose of this health kit, since there's already a medium kit in the same room and medics & demomen can't access it (while it is indoors). There's already enough health in that room

[spoiler][img]https://i.imgur.com/hYNykG7.jpg[/img][/spoiler]
You clearly had the right idea to have a large entrance to mid but as I mentioned earlier, the other door is teenie tiny. A lot of the doors are really small actually. Take this: [spoiler][img]https://i.imgur.com/LJWT42G.jpg[/img][/spoiler]
Or this: [spoiler][img]https://i.imgur.com/Ifh4rYq.jpg[/img][/spoiler] The shutters could also be larger I think, especially the ones on last.
[spoiler]
[img]https://i.imgur.com/ZysRhrC.jpg[/img]
[img]https://i.imgur.com/LeosgD4.jpg[/img][/spoiler]
Due to all of the entrances to mid (except a drop-down) basically leads you to the same side every mid, with the highground there being way more accessible to either team, it feels like this mid will be kind of like a standoff between teams just standing on their own highground. Also, by making the fastest path to mid also be the one that gives you highground heavy to mid will be more viable than on a map like badlands. Sniper to mid will also be slightly more viable (than average) due to how open it is. The mid is actually really really big and it's practically impossible to prevent somebody from running behind your team or flanking. I would suggest further condense the mid area into a more conventional style. Also, the area behind the crates feel like huge trenches and are kind of awful to get caught in. I guess the area doesn't hold much of a significance but still.

[spoiler][img]https://i.imgur.com/bxjJmUt.jpg[/img][/spoiler]
Make sure walls like these are always higher than another platform within the playing area, to completely ensure that players know they can't access it. This is important, especially for an alpha when people will first learn the layout.

[spoiler][img]https://i.imgur.com/Dy0e3D4.jpg[/img][/spoiler]
Consider adding some sort of ramp here... it will make the point a lot more accessible both from the shutter and the flank.
[spoiler]

[img]https://i.imgur.com/hkfWYaE.jpg[/img][/spoiler]
Ammopacks should generally be in holding areas or in areas transitioning you from different areas, I would advice moving these away from combat. For instance, snakewater africa is a good example of a transitional ammo pack, and the ammo packs on mid bridge on badlands. Badlands also has them close to the point, but no team would ever consider holding on the lowground here.

[spoiler][img]https://i.imgur.com/pCo4Cco.jpg[/img][/spoiler]
This is probably the fastest rollout route but the medium health kit is very easily denied by either demo. Due to this, I honestly think that demomen most of the time won't consider it as a health gain during their rollout and just go top, further incentivising the entire team to just stand on their own highground.
8
#8
4 Frags +

cp_woodworks

cp_woodworks
9
#9
3 Frags +

I liked the map a lot. Entering mid felt very weird though, didn't seem like a smooth transition. But I thought the last and 2nd point was quite nice.

I liked the map a lot. Entering mid felt very weird though, didn't seem like a smooth transition. But I thought the last and 2nd point was quite nice.
10
#10
2 Frags +
cantib4nny did a quick review of it on his stream tonight if you're interested in seeing his feedback (VOD link -- 30:25 ~ 42:45)

Thanks for encouraging b4nny to take a look and thanks to b4nny for the feedback! Has certainly given me a lot to think about!

Collaidestuff

I don't think a lot of your feedback is valid, you would see this if you played the map. Thanks nontheless.

[quote=canti]b4nny did a quick review of it on his stream tonight if you're interested in seeing his feedback ([url=https://www.twitch.tv/videos/209087111]VOD link[/url] -- 30:25 ~ 42:45)[/quote]

Thanks for encouraging b4nny to take a look and thanks to b4nny for the feedback! Has certainly given me a lot to think about!

[quote=Collaide]stuff[/quote]

I don't think a lot of your feedback is valid, you would see this if you played the map. Thanks nontheless.
11
#11
1 Frags +

Was just trying to give you feedback but okay, cheers

Would you mind telling me which parts?

Was just trying to give you feedback but okay, cheers

Would you mind telling me which parts?
12
#12
-1 Frags +

yo sage where are you at to make a double mix to test the map? :p

yo sage where are you at to make a double mix to test the map? :p
13
#13
0 Frags +

playtest a6a
https://tf2center.com/lobbies/887104

bunch of suggestions and observations

[s]playtest a6a
https://tf2center.com/lobbies/887104[/s]

[url=https://imgur.com/a/Aa4Pi]bunch of suggestions and observations[/url]
14
#14
0 Frags +
sagebunch of suggestions and observations

The mid is an awkward one really, it seems to be working but takes some getting used to. There are some changes in a7 though, they seem to be mostly positive from the games we played last night. The map being soldier centric is intentional but I have made some of the platforms on 2nd accessible for all classes now. Yeah turns out you can stand ontop of the clipping I put on the doors to stop people from standing ontop of the doors, will be fixed in a8.

Ty for feedback!

[quote=sage][url=https://imgur.com/a/Aa4Pi]bunch of suggestions and observations[/url][/quote]

The mid is an awkward one really, it seems to be working but takes some getting used to. There are some changes in a7 though, they seem to be mostly positive from the games we played last night. The map being soldier centric is intentional but I have made some of the platforms on 2nd accessible for all classes now. Yeah turns out you can stand ontop of the clipping I put on the doors to stop people from standing ontop of the doors, will be fixed in a8.

Ty for feedback!
15
#15
1 Frags +

Forgot to upload a7 so skipping straight to a8a. Changed a bunch of stuff over a long period of time so I don't know exactly what the change log is but almost all areas have seen some change.

There are some pics of how it's looking now on the TF2 Maps thread.

Download

Forgot to upload a7 so skipping straight to a8a. Changed a bunch of stuff over a long period of time so I don't know exactly what the change log is but almost all areas have seen some change.

There are some pics of how it's looking now on the [url=https://tf2maps.net/downloads/cp_stitched.5657/]TF2 Maps thread[/url].

[url=https://tf2maps.net/downloads/cp_stitched.5657/download?version=12622]Download[/url]
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