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cp_badwater - an experiment
31
#31
5 Frags +

the secret is the spire

why didn't I think of that

the secret is the spire

why didn't I think of that
32
#32
newbie.tf
3 Frags +

Spire is always the answer. Always.

Spire is always the answer. Always.
33
#33
7 Frags +

Looks pretty good. I have some advice that you are welcome to ignore but might be helpful. First of all, when it was played in the New Maps Pug, snipers were OP as heck. You did kinda nerf them by removing the passage from first to second but the first point still could be pretty sniper friendly. Here is an idea to stop this:

http://i.imgur.com/FdIXlOw.jpg

(We will get back to the red lines)
In this idea, you would remove the rocks under the black circle and replace them with rocks roughly where the black circle is. This would nerf the main sightline:

http://i.imgur.com/dhE5tWX.jpg

In this sightline you have a full view of 2 of the four doors that Blu can use to exit and access to a full ammo pickup and half health pickup. The Blu's do get access to their spawn room though. With the rocks blocking that you would have to go to alternate sniping spots such as:

http://i.imgur.com/Mr6TUPC.jpg

or

http://i.imgur.com/qoJQ9em.jpg

In the first option you get a view of all doors but are at an odd angle to snipe, have no hp or ammo pickups and to get cover requires dropping down to where the new first point is and cannot get back up there without looping around to cliff again.

In the second you get the clear view of the two doors but have reduced access to the hp and ammo pickups, cannot easily get cover without dropping down which means struggling to get up there again. Overall I think it keeps sniper viable to run one to first without being so overpowered that you would run two snipers 24/7.

Now back to my first picture:

http://i.imgur.com/FdIXlOw.jpg

I think that removing the rocks under the farthest right lines would be essentially if you were to take my original idea of altering the rock. It would prevent the hill from being too narrow and choke pointy.

The other rocks under the left red lines are less essential to remove. They would make it easier for the people capturing the point which is needed because you are giving red a ridiculous height advantage (unless the combo was to hold on the cliff above the point...)*shrugs*

Last is horribly broken though. Firstly it is ridiculously spammable from spawn:

http://i.imgur.com/sPy2DV6.jpg

Imagine a heavy sitting in the door with the med healing from inside spawn. Med is safe, heavy is near impossible to kill and if the med has kritz? gg no re.

Additionally:

http://i.imgur.com/9FRlENS.jpg

This is a pretty strong sniping position. Put a solly in the spawn-map room connector and if anyone rushs the sniper he backs up and lets the soldier take care of it. To fix these problems with last, you could either move it back farther away from the Red spawn or make the reds stop spawning in the top spawn after the third point is capped. That would probably require adding a second door to the bottom spawn room however.

Also I like spires. Spires are good. Good spire.

Looks pretty good. I have some advice that you are welcome to ignore but might be helpful. First of all, when it was played in the New Maps Pug, snipers were OP as heck. You did kinda nerf them by removing the passage from first to second but the first point still could be pretty sniper friendly. Here is an idea to stop this:

[img]http://i.imgur.com/FdIXlOw.jpg[/img]

(We will get back to the red lines)
In this idea, you would remove the rocks under the black circle and replace them with rocks roughly where the black circle is. This would nerf the main sightline:

[img]http://i.imgur.com/dhE5tWX.jpg[/img]

In this sightline you have a full view of 2 of the four doors that Blu can use to exit and access to a full ammo pickup and half health pickup. The Blu's do get access to their spawn room though. With the rocks blocking that you would have to go to alternate sniping spots such as:

[img]http://i.imgur.com/Mr6TUPC.jpg[/img]

or

[img]http://i.imgur.com/qoJQ9em.jpg[/img]

In the first option you get a view of all doors but are at an odd angle to snipe, have no hp or ammo pickups and to get cover requires dropping down to where the new first point is and cannot get back up there without looping around to cliff again.

In the second you get the clear view of the two doors but have reduced access to the hp and ammo pickups, cannot easily get cover without dropping down which means struggling to get up there again. Overall I think it keeps sniper viable to run one to first without being so overpowered that you would run two snipers 24/7.

Now back to my first picture:

[img]http://i.imgur.com/FdIXlOw.jpg[/img]

I think that removing the rocks under the farthest right lines would be essentially if you were to take my original idea of altering the rock. It would prevent the hill from being too narrow and choke pointy.

The other rocks under the left red lines are less essential to remove. They would make it easier for the people capturing the point which is needed because you are giving red a ridiculous height advantage (unless the combo was to hold on the cliff above the point...)*shrugs*

Last is horribly broken though. Firstly it is ridiculously spammable from spawn:

[img]http://i.imgur.com/sPy2DV6.jpg[/img]

Imagine a heavy sitting in the door with the med healing from inside spawn. Med is safe, heavy is near impossible to kill and if the med has kritz? gg no re.

Additionally:
[img]http://i.imgur.com/9FRlENS.jpg[/img]

This is a pretty strong sniping position. Put a solly in the spawn-map room connector and if anyone rushs the sniper he backs up and lets the soldier take care of it. To fix these problems with last, you could either move it back farther away from the Red spawn or make the reds stop spawning in the top spawn after the third point is capped. That would probably require adding a second door to the bottom spawn room however.

Also I like spires. Spires are good. Good spire.
34
#34
newbie.tf
1 Frags +
Merchant<snip>

Very good points about everything. I have plans to nerf the sightlines at A, that's my biggest concern of the map as of now.

I'm thinking about what to do with last, you brought up a good point. I think it might be wise to simply remove that exit of spawn, or remove top spawn entirely. I really like the point off in the corner like that, though. It seems like it would be much harder to cap. That said, I don't want it to be impossible. I'll think about the sightline in that final picture, as well as the other problems with the map.

Thanks for the feedback.

[quote=Merchant]<snip>[/quote]

Very good points about everything. I have plans to nerf the sightlines at A, that's my biggest concern of the map as of now.

I'm thinking about what to do with last, you brought up a good point. I think it might be wise to simply remove that exit of spawn, or remove top spawn entirely. I really like the point off in the corner like that, though. It seems like it would be much harder to cap. That said, I don't want it to be impossible. I'll think about the sightline in that final picture, as well as the other problems with the map.

Thanks for the feedback.
35
#35
3 Frags +

I honestly would love to see the "everyone jumping onto the point in the pit" phenomenon stay. It's one of the big things that makes badwater what it is and the only obvious problem with it was the point's capture time.

You know cp_gorge, right? It's an A/D map that has a similar thing going on with the last point. If you take a look at final points of (good) A/D maps, you'll notice that most of them are in a pit or some kind of spire, and in big areas with lots of entrances and surrounded by (not on or in) cover sprinkled in tactical locations.

The current location of the last point is terrible: it's right around a corner, it's a mild height advantage over its surrounding area, there's no proper flank to it, and it's straight in front of the spawn. Without a massive overhaul of the last point area, I honestly think that keeping the point where it is in the payload version and adjusting whatever timers are necessary to compensate is the best course of design.

I honestly would love to see the "everyone jumping onto the point in the pit" phenomenon stay. It's one of the big things that makes badwater what it is and the only obvious problem with it was the point's capture time.

You know cp_gorge, right? It's an A/D map that has a similar thing going on with the last point. If you take a look at final points of (good) A/D maps, you'll notice that most of them are in a pit or some kind of spire, and in big areas with lots of entrances and surrounded by (not on or in) cover sprinkled in tactical locations.

The current location of the last point is terrible: it's right around a corner, it's a mild height advantage over its surrounding area, there's no proper flank to it, and it's straight in front of the spawn. Without a massive overhaul of the last point area, I honestly think that keeping the point where it is in the payload version and adjusting whatever timers are necessary to compensate is the best course of design.
36
#36
1 Frags +
KevinIsPwnMerchant<snip>
Very good points about everything. I have plans to nerf the sightlines at A, that's my biggest concern of the map as of now.

I'm thinking about what to do with last, you brought up a good point. I think it might be wise to simply remove that exit of spawn, or remove top spawn entirely. I really like the point off in the corner like that, though. It seems like it would be much harder to cap. That said, I don't want it to be impossible. I'll think about the sightline in that final picture, as well as the other problems with the map.

Thanks for the feedback.

Thanks for listening. To be honest I think wareya raises some good points about how the current last spot doesn't really work. You would really have to alter the map to make it work. The CP doesn't have to be where it is in the pl but it would work better with less effort.

[quote=KevinIsPwn][quote=Merchant]<snip>[/quote]

Very good points about everything. I have plans to nerf the sightlines at A, that's my biggest concern of the map as of now.

I'm thinking about what to do with last, you brought up a good point. I think it might be wise to simply remove that exit of spawn, or remove top spawn entirely. I really like the point off in the corner like that, though. It seems like it would be much harder to cap. That said, I don't want it to be impossible. I'll think about the sightline in that final picture, as well as the other problems with the map.

Thanks for the feedback.[/quote]

Thanks for listening. To be honest I think wareya raises some good points about how the current last spot doesn't really work. You would really have to alter the map to make it work. The CP doesn't [i]have[/i] to be where it is in the pl but it would work better with less effort.
37
#37
newbie.tf
0 Frags +

Thanks for the feedback, guys. I'm going to mess around with it up high to try and get it to work. If it doesn't, oh well. I'll just move it back to the bottom.

Thanks for the feedback, guys. I'm going to mess around with it up high to try and get it to work. If it doesn't, oh well. I'll just move it back to the bottom.
38
#38
newbie.tf
3 Frags +

I took some of the suggestions and problems you guys pointed out and made some updates. The map is pretty much finished, minus the graphical polishing of everything.

http://www.youtube.com/watch?v=Y0G4S43_GS8

edit: forgot to mention, thanks to mangachu, otterfiend, and jenny*snowflake for the help, along with all of you guys on the forums.

I took some of the suggestions and problems you guys pointed out and made some updates. The map is pretty much finished, minus the graphical polishing of everything.

[youtube]http://www.youtube.com/watch?v=Y0G4S43_GS8[/youtube]

edit: forgot to mention, thanks to mangachu, otterfiend, and jenny*snowflake for the help, along with all of you guys on the forums.
39
#39
5 Frags +

Map's looking nice. I know I'm a little late on the feedback, but the only problem I see with it so far is that pushing C with uber seems like it would be really difficult. The only realistic way a med could get there would be to walk from the ground, up the stairs to the point, which is really chokey, and if red team has uber they could easily body block the entire uber due to how small the doorway is.

I think a plank or bridge connecting these two areas would make uber pushing a little more effective.

http://i.imgur.com/iDYQpaM.jpg

Cool map, can't wait to see how it plays out

Map's looking nice. I know I'm a little late on the feedback, but the only problem I see with it so far is that pushing C with uber seems like it would be really difficult. The only realistic way a med could get there would be to walk from the ground, up the stairs to the point, which is really chokey, and if red team has uber they could easily body block the entire uber due to how small the doorway is.

I think a plank or bridge connecting these two areas would make uber pushing a little more effective.

[img]http://i.imgur.com/iDYQpaM.jpg[/img]

Cool map, can't wait to see how it plays out
40
#40
0 Frags +
narfI think a plank or bridge connecting these two areas would make uber pushing a little more effective.

Plank pls <3
Then it'll be fun for the Pyro's xD

[quote=narf]
I think a plank or bridge connecting these two areas would make uber pushing a little more effective.
[/quote]

Plank pls <3
Then it'll be fun for the Pyro's xD
41
#41
newbie.tf
1 Frags +

Very good idea with the plank. More classes do need the ability to climb to point quickly. I'll mess around with stuff when I'm home.

Very good idea with the plank. More classes do need the ability to climb to point quickly. I'll mess around with stuff when I'm home.
42
#42
0 Frags +

Looking good. Any chance you could upload the map as it is right now so that I can look through it?

Looking good. Any chance you could upload the map as it is right now so that I can look through it?
43
#43
newbie.tf
2 Frags +
MerchantLooking good. Any chance you could upload the map as it is right now so that I can look through it?

I will in a bit. I don't want to release till I have a2 finished. Basically, I just need to do the skybox, which I can hopefully fix tonight.

narfI think a plank or bridge connecting these two areas would make uber pushing a little more effective.

http://i.imgur.com/fW7DwsX.jpg

tada

Working to finish a2_final soon.

[quote=Merchant]Looking good. Any chance you could upload the map as it is right now so that I can look through it?[/quote]

I will in a bit. I don't want to release till I have a2 finished. Basically, I just need to do the skybox, which I can hopefully fix tonight.

[quote=narf]
I think a plank or bridge connecting these two areas would make uber pushing a little more effective.[/quote]

[img]http://i.imgur.com/fW7DwsX.jpg[/img]
tada

Working to finish a2_final soon.
44
#44
0 Frags +
KevinIsPwn plank pic

Is that just a visual effect or can rockets go through that? Just wondering, not sure if that would be good/bad.

[quote=KevinIsPwn] plank pic [/quote]

Is that just a visual effect or can rockets go through that? Just wondering, not sure if that would be good/bad.
45
#45
0 Frags +
KevinIsPwnMerchantLooking good. Any chance you could upload the map as it is right now so that I can look through it?
I will in a bit. I don't want to release till I have a2 finished. Basically, I just need to do the skybox, which I can hopefully fix tonight.

Okay. :)

[quote=KevinIsPwn][quote=Merchant]Looking good. Any chance you could upload the map as it is right now so that I can look through it?[/quote]

I will in a bit. I don't want to release till I have a2 finished. Basically, I just need to do the skybox, which I can hopefully fix tonight.
[/quote]

Okay. :)
46
#46
newbie.tf
2 Frags +

cp_badwater_a2_final release

It's a1_final, not _final. it's named that because of the way I have my backups labeled, sorry for confusion.

https://www.dropbox.com/s/pfds4ovbe8irtqw/cp_badwater_a2_final.bsp

What's new from a1:

* Moved A closer to spawn
* Closed off the main route from A to B
* Opened up the gate by A to allow for multiple paths for B
* Kept gates between A and B open even if A is uncapped
* Moved B to yard on spire
* Moved C to balcony
* Added another flank to D by making balcony accessible to all classes
* Made a new path to balcony
* Added barrels to make it a bit easier to climb spire
* Temporarily fixed skybox, needs refinement

Screenshots:

http://i.imgur.com/byQWZLo.jpg

http://i.imgur.com/wJg9QL4.jpg

http://i.imgur.com/EKRSkN4.jpg

http://i.imgur.com/Wh74smX.jpg

http://i.imgur.com/hyWWifs.jpg

Known bugs:

* Skybox broken
* Last may be too large cap-area
* There's a random light on last
* Shadows under rail props
* Confusing arrows, will be more detailed eventually
* Sightlines on last may still be a bit much for defense, we'll get playtest info soon.
* The planks up to C are upside down. Shut up, I'm dumb.

Shoutout to Mangachu, Jenny, and Otterfiend for helping me with ideas. Also thanks to you guys on the forums pointing out when I'm an idiot.

If you have any questions, I'd be more than happy to answer them.

[b]cp_badwater_a2_final release[/b]

[i]It's a1_final, not _final. it's named that because of the way I have my backups labeled, sorry for confusion.[/i]

https://www.dropbox.com/s/pfds4ovbe8irtqw/cp_badwater_a2_final.bsp

What's new from a1:

* Moved A closer to spawn
* Closed off the main route from A to B
* Opened up the gate by A to allow for multiple paths for B
* Kept gates between A and B open even if A is uncapped
* Moved B to yard on spire
* Moved C to balcony
* Added another flank to D by making balcony accessible to all classes
* Made a new path to balcony
* Added barrels to make it a bit easier to climb spire
* Temporarily fixed skybox, needs refinement


Screenshots:

[img]http://i.imgur.com/byQWZLo.jpg[/img]
[img]http://i.imgur.com/wJg9QL4.jpg[/img]
[img]http://i.imgur.com/EKRSkN4.jpg[/img]
[img]http://i.imgur.com/Wh74smX.jpg[/img]
[img]http://i.imgur.com/hyWWifs.jpg[/img]

Known bugs:

* Skybox broken
* Last may be too large cap-area
* There's a random light on last
* Shadows under rail props
* Confusing arrows, will be more detailed eventually
* Sightlines on last may still be a bit much for defense, we'll get playtest info soon.
* The planks up to C are upside down. Shut up, I'm dumb.

Shoutout to Mangachu, Jenny, and Otterfiend for helping me with ideas. Also thanks to you guys on the forums pointing out when I'm an idiot.

If you have any questions, I'd be more than happy to answer them.
47
#47
1 Frags +
KevinIsPwn<snip>

YES. Downloading now, will post if I find anything.

[quote=KevinIsPwn]<snip>[/quote]

YES. Downloading now, will post if I find anything.
48
#48
1 Frags +

You should probably make a new thread with A/D in the title, so people don't automatically assume it's 5CP.

You should probably make a new thread with A/D in the title, so people don't automatically assume it's 5CP.
49
#49
newbie.tf
0 Frags +

I'll do that after this playtest I'm in.

I'll do that after this playtest I'm in.
50
#50
0 Frags +

General Comments: http://imgur.com/a/MQkpl

Looks pretty good right now.

General Comments: http://imgur.com/a/MQkpl

Looks pretty good right now.
51
#51
5 Frags +

Please remove the fence in blue.

http://i.imgur.com/9xvMfHnh.jpg

No splash on this thing (as well as poor clipping on the ends) will be hated as much as the planks on badlands mid (probably more)

http://i.imgur.com/RvTNKTYh.jpg

When people have to move through a small area you need to have a smoother elevation change. As it is it will sometimes make players stuck and will always stop splash damage.

http://i.imgur.com/6eaxHfJh.jpg

Please redo spire. Please make it more like process spire. Recycling such an iconic model is bad, and process really has shown that more subtle spires are more class balanced. I've draw a new spire here. It forces the space behind the spire to be more of a focus because it is accessible.

http://i.imgur.com/eLFTGyWh.jpg

Adding this new spire would also remove this annoying spot.

http://i.imgur.com/dAPIaeLh.jpg

These areas really need to have a little bigger doors (and maybe have some of the props removed) as players will now be moving through them with greater frequency.

http://i.imgur.com/pnTdoH3h.jpg

http://i.imgur.com/lQtBnrgh.jpg

You should also cut off the end of the railing at the end of the stairs. It is shown in purple.

http://i.imgur.com/sc8jYTNh.jpg

If you hug the wall here you get stuck (it's a problem on the original badwater, too).

http://i.imgur.com/EhaDOyjh.jpg

Here are some optimization issues:

http://i.imgur.com/cTrVvbzh.jpg

http://i.imgur.com/57uvmaLh.jpg

http://i.imgur.com/NxzPdjbh.jpg

http://i.imgur.com/gVQ0em2h.jpg

http://i.imgur.com/N43tCZqh.jpg

http://i.imgur.com/vhzZw7Uh.jpg

http://i.imgur.com/1LgFvqch.jpg

http://i.imgur.com/OXFakLPh.jpg

You should also compile the map under different settings to remove the lighting bugs.

Looking pretty good so far. :)

Please remove the fence in blue.

[img]http://i.imgur.com/9xvMfHnh.jpg[/img]


No splash on this thing (as well as poor clipping on the ends) will be hated as much as the planks on badlands mid (probably more)

[img]http://i.imgur.com/RvTNKTYh.jpg[/img]


When people have to move through a small area you need to have a smoother elevation change. As it is it will sometimes make players stuck and will always stop splash damage.

[img]http://i.imgur.com/6eaxHfJh.jpg[/img]


Please redo spire. Please make it more like process spire. Recycling such an iconic model is bad, and process really has shown that more subtle spires are more class balanced. I've draw a new spire here. It forces the space behind the spire to be more of a focus because it is accessible.

[img]http://i.imgur.com/eLFTGyWh.jpg[/img]


Adding this new spire would also remove this annoying spot.

[img]http://i.imgur.com/dAPIaeLh.jpg[/img]


These areas really need to have a little bigger doors (and maybe have some of the props removed) as players will now be moving through them with greater frequency.

[img]http://i.imgur.com/pnTdoH3h.jpg[/img]

[img]http://i.imgur.com/lQtBnrgh.jpg[/img]


You should also cut off the end of the railing at the end of the stairs. It is shown in purple.

[img]http://i.imgur.com/sc8jYTNh.jpg[/img]


If you hug the wall here you get stuck (it's a problem on the original badwater, too).

[img]http://i.imgur.com/EhaDOyjh.jpg[/img]


Here are some optimization issues:

[img]http://i.imgur.com/cTrVvbzh.jpg[/img]

[img]http://i.imgur.com/57uvmaLh.jpg[/img]


[img]http://i.imgur.com/NxzPdjbh.jpg[/img]

[img]http://i.imgur.com/gVQ0em2h.jpg[/img]


[img]http://i.imgur.com/N43tCZqh.jpg[/img]

[img]http://i.imgur.com/vhzZw7Uh.jpg[/img]


[img]http://i.imgur.com/1LgFvqch.jpg[/img]

[img]http://i.imgur.com/OXFakLPh.jpg[/img]


You should also compile the map under different settings to remove the lighting bugs.


Looking pretty good so far. :)
52
#52
2 Frags +

Something I noticed when jumping around as soldier.

http://i.imgur.com/uAN6ech.png

http://i.imgur.com/YDIJQHF.png

Not sure if its intentional or not, as you weren't able to sit up here in the payload version. It can be pretty hard to notice the soldier's feet as you're coming into the building, especially if you're coming in from the right. The lights inside the building aren't extremely bright and do not illuminate the ceiling very well (It's also like this in the payload version).

Something I noticed when jumping around as soldier.
[img]http://i.imgur.com/uAN6ech.png[/img]
[img]http://i.imgur.com/YDIJQHF.png[/img]
Not sure if its intentional or not, as you weren't able to sit up here in the payload version. It can be pretty hard to notice the soldier's feet as you're coming into the building, especially if you're coming in from the right. The lights inside the building aren't extremely bright and do not illuminate the ceiling very well (It's also like this in the payload version).
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