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cp_logjam (5CP)
1
#1
14 Frags +

Hey guys!

Intermodel has gone into beta, therefore it's time to get another one into alpha!

cp_logjam is a 5cp push map that's styled more like process/badlands, with open chokes and fun rollout opportunities (hopefully).

http://steamcommunity.com/sharedfiles/filedetails/?id=454812035&searchtext=logjam

Logjam is now on the steam workshop! An end to awful naming conventions and suffixes and feedback all over everywhere! Thanks Valve!

Hotfix inbound!

cp_logjam_rc9a: https://tf2maps.net/downloads/cp_logjam.3835/history

changes:

Show Content
fixed clipping above choke on 2nd
fixed broken displacements on red side above choke @2nd
made the upper / lower lobby connector doorframes a bit smaller added block bullets to them
fixed a bad displacement under spire at 2nd that caused a bit spire to be floating
fixed displacements in cave that had holes in them

changes:

Show Content
-moved the HP from left mid to be right by the ammo
-reverted logroom's upper exit to RC7 (flatter)
-moved small ammo off of the arch on mid and moved it closer to the huts
-adjusted the concrete blocks on mid to make it a bit more open and easier to move up to them
-made a fence in cave continue a bit for splash bug purposes
-removed some useless props in cave
-did a little clip fix on mid
-cleaned up some props in logroom
-adjusted the fence by logroom on 2nd to prevent splashbug
-adjusted clipping to fix an exploit in cave
-fixed clipping on a hut on 2nd
-fixed bumping your head on a roof by logroom
-fixed a roof you could stand on cave
-fixed a clipping on a hut on 2nd
-made a part of spire opaque
-adjusted clip on the roof of saw
-not some windows in saw not solid
-adjusted a big beam by spawn to fix some splash bug
-changed the way the pipes on the back side of last connect to ground to fix splash bug
-removed some pointless crates on last
-removed some of the crate stairs in upper left lobby, adjusted the propsand added a fence for better splash
-adjusted the geometry of secret to be smoother
-simplified / smoothed geometry by choke to aid high bombs
-adjusted the location of the HP/ammo in logroom
-removeda ledge above window
-smoothed out the path out of window
-clipped the vents above lobby
-blocked off the cubby in saw
-slightly raised underneath point and raised it's roof at mid
-fixed more shitty clipping in cave
-adjusted the angle of the roof on the houses on mid
-added blockbullets to the logramp on mid
-fixed some holes in the displacements in cave
-fixed some shitty geometry by the logs on mid

SCREENS:

https://i.imgur.com/IOptA0C.jpg

https://i.imgur.com/8HN9dCG.jpg

https://i.imgur.com/zV4S7Qy.jpg

https://i.imgur.com/VV3Jfb5.jpg

https://i.imgur.com/7aD7l2d.jpg

https://i.imgur.com/q26fTmF.jpg

https://i.imgur.com/gmoaMD3.jpg

https://i.imgur.com/WYEZmsB.jpg

cp_logjam_rc10pre2: https://tf2maps.net/downloads/cp_logjam.3835/history

No screens, nothing earthshattering to take pictures of. Summary is: Changed mid back (if people want to try the rc10pre1 mid and let me know how it plays, more than willing to work it but it seems people who've played the map want the current rc9 mid), fixed a bazillion displacement / playerclipping issues (probably 95% of what Starkie (hey!) and HOI found), some other minor stuff...

full changes:

Show Content
-reverted the mid (deleted catwalk, fence, hoodoo, added sheds back)
-adjusted a bit of displacement above the healthkit at cave to hopefully fix people being able to stand there
-slightly adjusted displacements above the door at the bridge on 2nd to fix a weird clipping issue
-removed a random metal post from last
-fixed some metal trim not lining up above secret
-un-clipped some handrails by last to hopefully fix a weird thing you can stand on
-slightly adjusted the displacement geometry of the canyon wall walking up the left side of 2nd to fix how it joins with the bridge and to make it easier to splash
-checked all health/ammo markers for solidity, only one that was solid was below middle point, made it not solid
-adjusted the displacement ground on mid to hide a wonky texture and to smooth out a transition by forward spawn
-adjusted the displacement ground on mid by the huts to make sure that they fit flush to the highground
-fixed displacement / edge abutment at 2nd
-fixed displacements not lining up by the fence on 2nd by the logjam.
-adjusted the displacements, clips, and blockbullets on the log slopes at mid to try and maximize smoothness
-clipped a corner in logroom
-clipped a corner on the roof above logroom at 2nd
-adjusted the location of and size of the shelves in lobby to make them flush to the wall.
-added mesh to the lower level of the shelves in lobby.
-did not adjust clipping in the hallway from upper lobby to the metal grating in main lobby, clipping was already good. Did end up making the metal doorframes thinner though for splash sake
-fixed the clipping on the railings in lobby
-fixed some clipping in upper lobby not being flush to a doorframe
-clipped the shutter a bit in lobby
-fixed a broken clipbrush in upper cave
-clipped off the corner of a doorway at cave
-fixed some clipping on mid by cave's exit
-adjusted the clipping on a post in cave
-clipped the entrance to cave better
-clipped the logs in logroom better
-clipped the front edge of the boxes in lobby
-made it so you can't hit your head on the roofs outside of saw on 2nd
-fixed some roofs you could hit your head on on mid
-fixed a blue texture in red lobby
-fixed the clipping on the railings in lobby (decompile error)
-fixed the lighting on some pipes at last
-fixed the lighting on some pipes in lobby
-fixed a tiny nodraw texture in the roof at last
-replaced a texture that didn't line up in last's ceiling.
-fixed a small gap in the spawnroom doors
-slapped a little more detail outside of mid in the nonplayable area
-removed a detail dick on the hut at 2nd
-lowered the brick at last a bit
-lowered the fence on 2nd by upper lobby
-removed some rocks at the mouth of cave
-made some lights not solid in cave
-fixed a rock's lighting in cave
-fixed a broken bunch of displacements in cave
-added some block light brushes around the detail part of cave
-fixed a bunch of random shit with the displacements and clipping around cave
-fixed a hole in the wall in choke
-fixed cracks in the displacement above the bridge on 2nd
-fixed another hole in the displacement in cave
-made the "wings" on last symmetrical
-starkie's spot in saw - there's nothing there to fix? it's already clipped
-starkie's spot above choke - already clipped?
-moved some trees above choke
-fixed some textures on choke
-clipped choke a little more aggressively
-tried to fix a spot in cave by making the clip brushes a wedge shape instead of straight up and down
-improved lighting in cave a little bit
-blockbulleted the small edge in logroom

known items still to fix:
-missing paint patches under ammo on mid
-light leaking in the train tunnel

Hey guys!

Intermodel has gone into beta, therefore it's time to get another one into alpha!

cp_logjam is a 5cp push map that's styled more like process/badlands, with open chokes and fun rollout opportunities (hopefully).

http://steamcommunity.com/sharedfiles/filedetails/?id=454812035&searchtext=logjam

Logjam is now on the steam workshop! An end to awful naming conventions and suffixes and feedback all over everywhere! Thanks Valve!

Hotfix inbound!

cp_logjam_rc9a: https://tf2maps.net/downloads/cp_logjam.3835/history

changes:
[spoiler]fixed clipping above choke on 2nd
fixed broken displacements on red side above choke @2nd
made the upper / lower lobby connector doorframes a bit smaller added block bullets to them
fixed a bad displacement under spire at 2nd that caused a bit spire to be floating
fixed displacements in cave that had holes in them

[/spoiler]

changes:
[spoiler]-moved the HP from left mid to be right by the ammo
-reverted logroom's upper exit to RC7 (flatter)
-moved small ammo off of the arch on mid and moved it closer to the huts
-adjusted the concrete blocks on mid to make it a bit more open and easier to move up to them
-made a fence in cave continue a bit for splash bug purposes
-removed some useless props in cave
-did a little clip fix on mid
-cleaned up some props in logroom
-adjusted the fence by logroom on 2nd to prevent splashbug
-adjusted clipping to fix an exploit in cave
-fixed clipping on a hut on 2nd
-fixed bumping your head on a roof by logroom
-fixed a roof you could stand on cave
-fixed a clipping on a hut on 2nd
-made a part of spire opaque
-adjusted clip on the roof of saw
-not some windows in saw not solid
-adjusted a big beam by spawn to fix some splash bug
-changed the way the pipes on the back side of last connect to ground to fix splash bug
-removed some pointless crates on last
-removed some of the crate stairs in upper left lobby, adjusted the propsand added a fence for better splash
-adjusted the geometry of secret to be smoother
-simplified / smoothed geometry by choke to aid high bombs
-adjusted the location of the HP/ammo in logroom
-removeda ledge above window
-smoothed out the path out of window
-clipped the vents above lobby
-blocked off the cubby in saw
-slightly raised underneath point and raised it's roof at mid
-fixed more shitty clipping in cave
-adjusted the angle of the roof on the houses on mid
-added blockbullets to the logramp on mid
-fixed some holes in the displacements in cave
-fixed some shitty geometry by the logs on mid
[/spoiler]

SCREENS:
[img]https://i.imgur.com/IOptA0C.jpg[/img]
[img]https://i.imgur.com/8HN9dCG.jpg[/img]
[img]https://i.imgur.com/zV4S7Qy.jpg[/img]
[img]https://i.imgur.com/VV3Jfb5.jpg[/img]
[img]https://i.imgur.com/7aD7l2d.jpg[/img]
[img]https://i.imgur.com/q26fTmF.jpg[/img]
[img]https://i.imgur.com/gmoaMD3.jpg[/img]
[img]https://i.imgur.com/WYEZmsB.jpg[/img]

cp_logjam_rc10pre2: https://tf2maps.net/downloads/cp_logjam.3835/history

No screens, nothing earthshattering to take pictures of. Summary is: Changed mid back (if people want to try the rc10pre1 mid and let me know how it plays, more than willing to work it but it seems people who've played the map want the current rc9 mid), fixed a bazillion displacement / playerclipping issues (probably 95% of what Starkie (hey!) and HOI found), some other minor stuff...

full changes:
[spoiler]
-reverted the mid (deleted catwalk, fence, hoodoo, added sheds back)
-adjusted a bit of displacement above the healthkit at cave to hopefully fix people being able to stand there
-slightly adjusted displacements above the door at the bridge on 2nd to fix a weird clipping issue
-removed a random metal post from last
-fixed some metal trim not lining up above secret
-un-clipped some handrails by last to hopefully fix a weird thing you can stand on
-slightly adjusted the displacement geometry of the canyon wall walking up the left side of 2nd to fix how it joins with the bridge and to make it easier to splash
-checked all health/ammo markers for solidity, only one that was solid was below middle point, made it not solid
-adjusted the displacement ground on mid to hide a wonky texture and to smooth out a transition by forward spawn
-adjusted the displacement ground on mid by the huts to make sure that they fit flush to the highground
-fixed displacement / edge abutment at 2nd
-fixed displacements not lining up by the fence on 2nd by the logjam.
-adjusted the displacements, clips, and blockbullets on the log slopes at mid to try and maximize smoothness
-clipped a corner in logroom
-clipped a corner on the roof above logroom at 2nd
-adjusted the location of and size of the shelves in lobby to make them flush to the wall.
-added mesh to the lower level of the shelves in lobby.
-did not adjust clipping in the hallway from upper lobby to the metal grating in main lobby, clipping was already good. Did end up making the metal doorframes thinner though for splash sake
-fixed the clipping on the railings in lobby
-fixed some clipping in upper lobby not being flush to a doorframe
-clipped the shutter a bit in lobby
-fixed a broken clipbrush in upper cave
-clipped off the corner of a doorway at cave
-fixed some clipping on mid by cave's exit
-adjusted the clipping on a post in cave
-clipped the entrance to cave better
-clipped the logs in logroom better
-clipped the front edge of the boxes in lobby
-made it so you can't hit your head on the roofs outside of saw on 2nd
-fixed some roofs you could hit your head on on mid
-fixed a blue texture in red lobby
-fixed the clipping on the railings in lobby (decompile error)
-fixed the lighting on some pipes at last
-fixed the lighting on some pipes in lobby
-fixed a tiny nodraw texture in the roof at last
-replaced a texture that didn't line up in last's ceiling.
-fixed a small gap in the spawnroom doors
-slapped a little more detail outside of mid in the nonplayable area
-removed a detail dick on the hut at 2nd
-lowered the brick at last a bit
-lowered the fence on 2nd by upper lobby
-removed some rocks at the mouth of cave
-made some lights not solid in cave
-fixed a rock's lighting in cave
-fixed a broken bunch of displacements in cave
-added some block light brushes around the detail part of cave
-fixed a bunch of random shit with the displacements and clipping around cave
-fixed a hole in the wall in choke
-fixed cracks in the displacement above the bridge on 2nd
-fixed another hole in the displacement in cave
-made the "wings" on last symmetrical
-starkie's spot in saw - there's nothing there to fix? it's already clipped
-starkie's spot above choke - already clipped?
-moved some trees above choke
-fixed some textures on choke
-clipped choke a little more aggressively
-tried to fix a spot in cave by making the clip brushes a wedge shape instead of straight up and down
-improved lighting in cave a little bit
-blockbulleted the small edge in logroom

[/spoiler]

known items still to fix:
-missing paint patches under ammo on mid
-light leaking in the train tunnel
2
#2
14 Frags +

there's already a 5cp map called cp_stag

there's already a 5cp map called cp_stag
3
#3
21 Frags +

shiiiiiiiiiiiiiitttttttt

name change inbound

BAM Map's name is cp_uintah now, someone who's really cool (mod) can you change the name of the thread? Thanks.

I'm stupid. gg.

Edit: Awesome admins/mods are awesome. +rep.

shiiiiiiiiiiiiiitttttttt

name change inbound

BAM Map's name is cp_uintah now, someone who's really cool (mod) can you change the name of the thread? Thanks.

I'm stupid. gg.

Edit: Awesome admins/mods are awesome. +rep.
4
#4
7 Frags +

cp_stagg sounds like a phi map

cp_stagg sounds like a phi map
5
#5
10 Frags +

If I could map like Phi I'd be pretty happy with my life. I should change my name to theta or some other Greek letter and maybe I'll be cool

If I could map like Phi I'd be pretty happy with my life. I should change my name to theta or some other Greek letter and maybe I'll be cool
6
#6
0 Frags +

seems super open
sniping from your logs on mid with a direct sightline onto and one of the two routes onto it
if you lose second, you're in an open field retreating through a door with a VERY low top, or one small side one, unless you've overextended and have managed to get onto the top right upper entrances to last?

Some things to consider.
Also, probably would be included in a later map, roamer jumps, high spots, and in general places to hide, sneaky ways to get out, etc.

seems super open
sniping from your logs on mid with a direct sightline onto and one of the two routes onto it
if you lose second, you're in an open field retreating through a door with a VERY low top, or one small side one, unless you've overextended and have managed to get onto the top right upper entrances to last?

Some things to consider.
Also, probably would be included in a later map, roamer jumps, high spots, and in general places to hide, sneaky ways to get out, etc.
7
#7
5 Frags +
drakseems super open
sniping from your logs on mid with a direct sightline onto and one of the two routes onto it
if you lose second, you're in an open field retreating through a door with a VERY low top, or one small side one, unless you've overextended and have managed to get onto the top right upper entrances to last?

Some things to consider.
Also, probably would be included in a later map, roamer jumps, high spots, and in general places to hide, sneaky ways to get out, etc.

I'm a primary feedback source, there will be dumb roamer shit I can assure you that.

[quote=drak]seems super open
sniping from your logs on mid with a direct sightline onto and one of the two routes onto it
if you lose second, you're in an open field retreating through a door with a VERY low top, or one small side one, unless you've overextended and have managed to get onto the top right upper entrances to last?

Some things to consider.
Also, probably would be included in a later map, roamer jumps, high spots, and in general places to hide, sneaky ways to get out, etc.[/quote]

I'm a primary feedback source, there will be dumb roamer shit I can assure you that.
8
#8
cp_sunshine, cp_cardinal
4 Frags +
hookycp_stagg sounds like a phi map

cp_buck

cp_deer

sunshine might be my last map for quite some time due to life getting really hectic but if i were to make another 5CP yes let's call it something like that

relating to the map i think the "cave" area looks a little silly+tight, also mid looks a little flat i recommend playing around with displacements a bit (i say that a lot but i mean it; i mean just take a look at badlands' mid WHOA)

also the real cp_stag doesn't have any deer in it what is this blasphemy

[quote=hooky]cp_stagg sounds like a phi map[/quote]

cp_buck

cp_deer

sunshine might be my last map for quite some time due to life getting really hectic but if i were to make another 5CP yes let's call it something like that

relating to the map i think the "cave" area looks a little silly+tight, also mid looks a little flat i recommend playing around with displacements a bit (i say that a lot but i mean it; i mean just take a look at badlands' mid WHOA)

also the real cp_stag doesn't have any deer in it what is this blasphemy
9
#9
1 Frags +

Got some good feedback in a couple pugs i hosted. However i cant do anything until i get my laptop unbricked...

Got some good feedback in a couple pugs i hosted. However i cant do anything until i get my laptop unbricked...
10
#10
1 Frags +

looks real fun
haven't played it but im a tad concerned with some small things:

a) there seems to be a lot of wide flat spaces, such as the edges of mid and the grass on 2
b) looks like there are a ton of entrances to 2nd... 7 doors? (and it also looks almost all of them can fit in one fov)

again, i haven't played it but it seems nice, good work

looks real fun
haven't played it but im a tad concerned with some small things:

a) there seems to be a lot of wide flat spaces, such as the edges of mid and the grass on 2
b) looks like there are a ton of entrances to 2nd... 7 doors? (and it also looks almost all of them can fit in one fov)

again, i haven't played it but it seems nice, good work
11
#11
-2 Frags +

i cant add anymore maps

why?

i cant add anymore maps

why?
12
#12
3 Frags +

Alpha 2 is out!

Download: http://www.mediafire.com/download/3vcfz3y0189n3cy/cp_uintah_a2.bsp

Changes:
Added a lobby in front of last
Moved choke and the right entrance to mid closer to 2nd
(these two changes made 2nd much smaller)
Widened the ramp in house
Moved the health on top of the logs to just inside the house
do you guys even fucking read these?
Added a healthkit by choke
Made choke more narrow
probably some other stuff

Screens:
Last:

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

Lobby:

http://i.imgur.com/BJ0PfUJh.jpg

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

http://i.imgur.com/t2k0I7gh.jpg

2nd:

http://i.imgur.com/uGxLhT3h.jpg

http://i.imgur.com/W1sVMOgh.jpg

Mid:

http://i.imgur.com/FmXT4Vkh.jpg

Layohzyoh.jpg[/img]

Alpha 2 is out!

Download: [url=http://www.mediafire.com/download/3vcfz3y0189n3cy/cp_uintah_a2.bsp]http://www.mediafire.com/download/3vcfz3y0189n3cy/cp_uintah_a2.bsp[/url]

Changes:
Added a lobby in front of last
Moved choke and the right entrance to mid closer to 2nd
(these two changes made 2nd much smaller)
Widened the ramp in house
Moved the health on top of the logs to just inside the house
do you guys even fucking read these?
Added a healthkit by choke
Made choke more narrow
probably some other stuff

Screens:
Last:
[img]http://i.imgur.com/VqjkPwfh.jpg[/img]
Lobby:
[img]http://i.imgur.com/BJ0PfUJh.jpg[/img]
[img]http://i.imgur.com/OSSehHuh.jpg[/img]
[img]http://i.imgur.com/t2k0I7gh.jpg[/img]
2nd:
[img]http://i.imgur.com/uGxLhT3h.jpg[/img]
[img]http://i.imgur.com/W1sVMOgh.jpg[/img]
Mid:
[img]http://i.imgur.com/FmXT4Vkh.jpg[/img]
Layohzyoh.jpg[/img]
13
#13
4 Frags +

Bump

I updated this like, last year guys. Let's hear some feedback please

Bump

I updated this like, last year guys. Let's hear some feedback please
14
#14
3 Frags +

uintah is coming

uintah is coming
15
#15
3 Frags +

CP_UINTAH_A3 IS HERE!

Download: https://www.dropbox.com/s/iupbyyupbr1t9rx/cp_uintah_a3.bsp

Changes:
Added some stuff at last to close it in a bit
Fixed some terrain on 2nd
Added terrain on mid to make it less flat.
Added some logs to the log piles so that it acts like a ramp from one side.
Made a block bullets condom for the log pile.
Edited the room to the right after last to smooth rollouts out.
Added a big rock at 2nd to make it less open.
Fixed some clip on the rock walls.
Do you people read this
Made lobby at last less chokey, added a shutter door to fix a giant ass sniper sightline.
Probably some other stuff
Oh yeah respawn times got played with

Screens:

http://i.imgur.com/RMlWta2.jpg

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

the logs know it's february

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

http://i.imgur.com/c11WepG.jpg

http://i.imgur.com/UsdNiJ5.jpg

http://i.imgur.com/W9uHAb1.jpg

http://i.imgur.com/S2X9Zy7.jpg

http://i.imgur.com/o7rbkp6.jpg

CP_UINTAH_A3 IS HERE!

Download: [url=https://www.dropbox.com/s/iupbyyupbr1t9rx/cp_uintah_a3.bsp]https://www.dropbox.com/s/iupbyyupbr1t9rx/cp_uintah_a3.bsp[/url]

Changes:
Added some stuff at last to close it in a bit
Fixed some terrain on 2nd
Added terrain on mid to make it less flat.
Added some logs to the log piles so that it acts like a ramp from one side.
Made a block bullets condom for the log pile.
Edited the room to the right after last to smooth rollouts out.
Added a big rock at 2nd to make it less open.
Fixed some clip on the rock walls.
Do you people read this
Made lobby at last less chokey, added a shutter door to fix a giant ass sniper sightline.
Probably some other stuff
Oh yeah respawn times got played with

Screens:
[img]http://i.imgur.com/RMlWta2.jpg[/img]
[img]http://i.imgur.com/KkPsJAC.jpg[/img]
[size=8]the logs know it's february[/size]
[img]http://i.imgur.com/ypnckrp.jpg[/img]
[img]http://i.imgur.com/c11WepG.jpg[/img]
[img]http://i.imgur.com/UsdNiJ5.jpg[/img]
[img]http://i.imgur.com/W9uHAb1.jpg[/img]
[img]http://i.imgur.com/S2X9Zy7.jpg[/img]
[img]http://i.imgur.com/o7rbkp6.jpg[/img]
16
#16
3 Frags +

All other criticisms aside, the most glaring flaw is that there is no flank leading from mid into second; you can easily see all three chokepoints from almost anywhere on the second point.

All other criticisms aside, the most glaring flaw is that there is no flank leading from mid into second; you can easily see all three chokepoints from almost anywhere on the second point.
17
#17
6 Frags +

Some things I observed from the pugs last night and from looking around the map on my own time.

Show Content

http://puu.sh/761Kk.jpg

The flat mid provides too much freedom of movement when deciding where to go for a team as a whole. This makes it harder for demos and soldiers to do consistent damage round to round. The flat mid coupled with medium-height objects allows for good scouts to rain hell down. The mid is incredibly scout-favoring.

http://puu.sh/761Lv.jpg

This sightline is pretty atrocious.

http://puu.sh/76219.jpg

Second is rather weird to hold because of all the intrusive geometry. The big thing sticking out of the spire gets in the way of a pretty nice forward hold for second. The giant sightline from main also gets in the way of that being a nice forward hold. Any forward hold is really destroyed by the fact that the other team has many nice places to spam you from.

http://puu.sh/762mn.jpg

This area into second really favors attackers, and is better off left unguarded by your flank because of the massive height disadvantage. This leaves your flank classes being pretty useless on the map, especially when tunnel is pretty useless for the other team to try to flank through.

Main is hilariously wide open to spam by everyone. Tunnel provides no positional advantage that main doesn't provide better, it's only useful for a coordinated sandwiching. The crates entrance is amazing for attackers, leaving the defending team's flank pretty much useless on the second point.

http://puu.sh/7631G.jpg

This spam position is too easy to get into. Defense also can't hold that side of the last effectively because of this, and because of the wall which denies them the ability to spam out attackers.

http://puu.sh/763E4.jpg

This sniper sightline combined with the spam position makes the left side of last for defense pretty ineffective to hold.

http://puu.sh/7639i.jpg

This area feels like a condensed gullywash river. Take that as you will.

Last seems to have the same problem as second, where flank classes are made ineffective beyond just trying to constantly attack the other team, but the attackers have such good advantages over them that this is overextending as soon as they leave the combo.

I don't know what else to change about last. It'd need higher skilled pugs to really stress-test it and find any weaknesses.
Some things I observed from the pugs last night and from looking around the map on my own time.

[spoiler][img]http://puu.sh/761Kk.jpg[/img]
The flat mid provides too much freedom of movement when deciding where to go for a team as a whole. This makes it harder for demos and soldiers to do consistent damage round to round. The flat mid coupled with medium-height objects allows for good scouts to rain hell down. The mid is incredibly scout-favoring.

[img]http://puu.sh/761Lv.jpg[/img]
This sightline is pretty atrocious.

[img]http://puu.sh/76219.jpg[/img]
Second is rather weird to hold because of all the intrusive geometry. The big thing sticking out of the spire gets in the way of a pretty nice forward hold for second. The giant sightline from main also gets in the way of that being a nice forward hold. Any forward hold is really destroyed by the fact that the other team has many nice places to spam you from.

[img]http://puu.sh/762mn.jpg[/img]
This area into second really favors attackers, and is better off left unguarded by your flank because of the massive height disadvantage. This leaves your flank classes being pretty useless on the map, especially when tunnel is pretty useless for the other team to try to flank through.

Main is hilariously wide open to spam by everyone. Tunnel provides no positional advantage that main doesn't provide better, it's only useful for a coordinated sandwiching. The crates entrance is amazing for attackers, leaving the defending team's flank pretty much useless on the second point.

[img]http://puu.sh/7631G.jpg[/img]
This spam position is too easy to get into. Defense also can't hold that side of the last effectively because of this, and because of the wall which denies them the ability to spam out attackers.

[img]http://puu.sh/763E4.jpg[/img]
This sniper sightline combined with the spam position makes the left side of last for defense pretty ineffective to hold.

[img]http://puu.sh/7639i.jpg[/img]
This area feels like a condensed gullywash river. Take that as you will.

Last seems to have the same problem as second, where flank classes are made ineffective beyond just trying to constantly attack the other team, but the attackers have such good advantages over them that this is overextending as soon as they leave the combo.

I don't know what else to change about last. It'd need higher skilled pugs to really stress-test it and find any weaknesses.[/spoiler]
18
#18
1 Frags +

I like the general concept of this! Definetly continue to improve it :D

I like the general concept of this! Definetly continue to improve it :D
19
#19
2 Frags +

Wari provided good criticism.
It also doesn't feel like it has any character to it, as if you placed sections like puzzle pieces even though it doesn't match, because the connectors on the pieces fit.

I think you should reconsider such assets/key features of the map as a flat mid, or those boxes in front of second.

Then again, haven't yet played on it, and will try to run a pug on it (Hyce, I believe you're invited already).

Wari provided good criticism.
It also doesn't feel like it has any character to it, as if you placed sections like puzzle pieces even though it doesn't match, because the connectors on the pieces fit.

I think you should reconsider such assets/key features of the map as a flat mid, or those boxes in front of second.

Then again, haven't yet played on it, and will try to run a pug on it (Hyce, I believe you're invited already).
20
#20
1 Frags +

Also here's the rollout I've been using for pugs on this map

http://www.youtube.com/watch?v=hd7fseeSiNI

Also here's the rollout I've been using for pugs on this map
[youtube]http://www.youtube.com/watch?v=hd7fseeSiNI[/youtube]
21
#21
0 Frags +

So an alpha 4 did come out for this, but it was right before a PUG and I didn't make a release for it. We came up with a metric fuck ton of changes for it, so there's no sense in releasing or putting screens up anyways...

Alpha 5 to be coming soon... it's a lot of work.

So an alpha 4 did come out for this, but it was right before a PUG and I didn't make a release for it. We came up with a metric fuck ton of changes for it, so there's no sense in releasing or putting screens up anyways...

Alpha 5 to be coming soon... it's a lot of work.
22
#22
6 Frags +

ALPHA 5 IS HERE!

Download: https://www.dropbox.com/s/xclgnk0mk2l7bw8/cp_uintah_a5.bsp

Changes:
Mid is different
2nd is different
Look at the fucking pictures
Love you all
HAHAHA MORE LOGS AIR DEAL WITH IT (they're condom'd with bulletblock so no worries ;D)

Screens:
MID:

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

MID-2ND TRANS:

http://i.imgur.com/TajR8AO.jpg

http://i.imgur.com/HX5dilD.jpg

http://i.imgur.com/3RTo8m1.jpg

2ND:

http://i.imgur.com/jwd8dpV.jpg

http://i.imgur.com/2AsK0bA.jpg

LOBBY:

http://i.imgur.com/Fiqrw5r.jpg

LAST:

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

http://i.imgur.com/HF1T3K5.jpg

LAYOUT:

http://i.imgur.com/X9UNywk.jpg

We're going to run it friday. Remember to join my PUG group if you're interested!http://steamcommunity.com/groups/hycepugs

ALPHA 5 IS HERE!

Download: [url=https://www.dropbox.com/s/xclgnk0mk2l7bw8/cp_uintah_a5.bsp]https://www.dropbox.com/s/xclgnk0mk2l7bw8/cp_uintah_a5.bsp[/url]

Changes:
Mid is different
2nd is different
Look at the fucking pictures
Love you all
HAHAHA MORE LOGS AIR DEAL WITH IT (they're condom'd with bulletblock so no worries ;D)

Screens:
MID:
[img]http://i.imgur.com/LmnTwMG.jpg[/img]
MID-2ND TRANS:
[img]http://i.imgur.com/TajR8AO.jpg[/img]
[img]http://i.imgur.com/HX5dilD.jpg[/img]
[img]http://i.imgur.com/3RTo8m1.jpg[/img]
2ND:
[img]http://i.imgur.com/jwd8dpV.jpg[/img]
[img]http://i.imgur.com/2AsK0bA.jpg[/img]
LOBBY:
[img]http://i.imgur.com/Fiqrw5r.jpg[/img]
LAST:
[img]http://i.imgur.com/ygPAWuR.jpg[/img]
[img]http://i.imgur.com/HF1T3K5.jpg[/img]
LAYOUT:
[img]http://i.imgur.com/X9UNywk.jpg[/img]

We're going to run it friday. Remember to join my PUG group if you're interested![url=http://steamcommunity.com/groups/hycepugs]http://steamcommunity.com/groups/hycepugs[/url]
23
#23
8 Frags +

https://www.youtube.com/watch?v=TZMzuezP_i0

This is how I feel whenever I make a map release

[youtube]https://www.youtube.com/watch?v=TZMzuezP_i0[/youtube]

This is how I feel whenever I make a map release
24
#24
4 Frags +

You get used to it.

You get used to it.
25
#25
3 Frags +
wareyaYou get used to it.

Mappers unite

[quote=wareya]You get used to it.[/quote]

Mappers unite
26
#26
0 Frags +
Hycehttp://i.imgur.com/LmnTwMG.jpg

Mid reminds me of a bigger version of viaduct's point. Maybe add something like a platform of some sorts connecting the logs?

[quote=Hyce]
[img]http://i.imgur.com/LmnTwMG.jpg[/img]
[/quote]
Mid reminds me of a bigger version of viaduct's point. Maybe add something like a platform of some sorts connecting the logs?
27
#27
0 Frags +

hey dicklords that pugged this with me last night

remember the sentence "post what you think in the thread"

do that

thanks

love hyce

hey dicklords that pugged this with me last night

remember the sentence "post what you think in the thread"

do that

thanks

love hyce
28
#28
0 Frags +

wait im hurt just let me get one of the 45 health packs here - Wari

wait im hurt just let me get one of the 45 health packs here - Wari
29
#29
0 Frags +
Benroadswait im hurt just let me get one of the 45 health packs here - Wari

this isn't intermodel

there's like no health at second

god dammit

[quote=Benroads]wait im hurt just let me get one of the 45 health packs here - Wari[/quote]

this isn't intermodel

there's like no health at second

god dammit
30
#30
2 Frags +

So I wanted to map and the only feedback I got in writing was the sarcastic healthkits remark, but I do remember someone saying something about mid... so I present...

UINTAH_A6

Download: https://www.dropbox.com/s/05wv3k3g0uhh5wt/cp_uintah_a6.bsp

Pic of mid (nothing else changed other than clipping on choke and some healthkit stuff)

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

We'll PUG it tonight or tomorrow. Or both. Add me if you're interested.

So I wanted to map and the only feedback I got in writing was the sarcastic healthkits remark, but I do remember someone saying something about mid... so I present...

UINTAH_A6

Download: [url=https://www.dropbox.com/s/05wv3k3g0uhh5wt/cp_uintah_a6.bsp]https://www.dropbox.com/s/05wv3k3g0uhh5wt/cp_uintah_a6.bsp[/url]

Pic of mid (nothing else changed other than clipping on choke and some healthkit stuff)
[img]http://i.imgur.com/wiPDgqJ.jpg[/img]

We'll PUG it tonight or tomorrow. Or both. Add me if you're interested.
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