Upvote Upvoted 19 Downvote Downvoted
cp_workflow (5cp)
1
#1
0 Frags +

Hey there, this map was a project to see if I could create something for the competitive scene.
It was a challenge to myself as I would normally create more pub-esque maps in the past.
Interested to see what anyone has to say about it! Thanks in advance :)

Current Version: b6
TF2Maps Thread: https://tf2maps.net/downloads/workflow.7299/
Download: https://tf2maps.net/downloads/workflow.7299/download?version=17823
Screenshots: https://imgur.com/a/afmbDlC

Hey there, this map was a project to see if I could create something for the competitive scene.
It was a challenge to myself as I would normally create more pub-esque maps in the past.
Interested to see what anyone has to say about it! Thanks in advance :)

Current Version: b6
TF2Maps Thread: https://tf2maps.net/downloads/workflow.7299/
Download: https://tf2maps.net/downloads/workflow.7299/download?version=17823
Screenshots: https://imgur.com/a/afmbDlC
2
#2
1 Frags +

First update with some feedback

A10 Update
Changelog:
-Mid Rework
-Last tightened up
-One of the entrances to last changed
-Choke moved
-Lobby evened out
-Toxic (Wood Flank on Mid) slighty changed and an exit cut off
-Small and Med pack changed places on mid

Download: https://tf2maps.net/downloads/workflow.7299/
Screenshots: https://imgur.com/a/t20VLJT

First update with some feedback

A10 Update
Changelog:
-Mid Rework
-Last tightened up
-One of the entrances to last changed
-Choke moved
-Lobby evened out
-Toxic (Wood Flank on Mid) slighty changed and an exit cut off
-Small and Med pack changed places on mid

Download: https://tf2maps.net/downloads/workflow.7299/
Screenshots: https://imgur.com/a/t20VLJT
3
#3
2 Frags +

these are some fresh ideas for points, I can't wait to pug it

these are some fresh ideas for points, I can't wait to pug it
4
#4
4 Frags +

Very quick and good updated, very receptive developer here as well, im sure good things will come from this map!

Very quick and good updated, very receptive developer here as well, im sure good things will come from this map!
5
#5
3 Frags +

Love the changes at last and mid. Looking really solid.

One thing to consider is looking into the pipe props on mid - I like that you block bulleted them, but it can lead for weird floating stickies - might consider just creating ramps / metal coverings etc. that cover the pipes so the geometry matches the clip.

Love the changes at last and mid. Looking really solid.

One thing to consider is looking into the pipe props on mid - I like that you block bulleted them, but it can lead for weird floating stickies - might consider just creating ramps / metal coverings etc. that cover the pipes so the geometry matches the clip.
6
#6
0 Frags +

Couple of friends and myself jumped around on the map. Our thoughts:

Middle: It's a very interesting high ground oriented mid. Lot of props for sticky traps and hiding spots. Almost too many places to check if looking for hiders (mostly on the right side). Scouts are also able to winger jump onto the silo-fence around the point from the rock. I don't know if this is intended or not as a scout being up there could be way more powerful than needed.

Second: The defenders have almost too much high ground around the point. Unless the attackers push through where the truck is, you're constantly on low ground before the point. Without play-testing the map, it is hard to say whether this is an actual issue or not, but it feels as though a coordinate team could shut down a push when the attackers are already halfway to the point.

Last: A shutter should probably be put over the lower main entrance. The doorway by the glass wall feels a little to easier to defend and widening it would most likely fix the issue.

Transitions: Pushing from second into last is very disjointed. Similarly to granary 2nd, a team will most likely have to go second to lobby, lobby to last when pushing. This disjointed feeling would most likely be eliminated if you got rid of the middle shutter that spits you out above the point.

Overall the map is very nice from a walkabout pov. You can see some places that have either been influenced by or ended up appearing similar to snake or process. The map still has its own unique twist though and we look forward to seeing what comes of it.

Couple of friends and myself jumped around on the map. Our thoughts:

Middle: It's a very interesting high ground oriented mid. Lot of props for sticky traps and hiding spots. Almost too many places to check if looking for hiders (mostly on the right side). Scouts are also able to winger jump onto the silo-fence around the point from the rock. I don't know if this is intended or not as a scout being up there [u]could[/u] be way more powerful than needed.

Second: The defenders have almost too much high ground around the point. Unless the attackers push through where the truck is, you're constantly on low ground before the point. Without play-testing the map, it is hard to say whether this is an actual issue or not, but it feels as though a coordinate team could shut down a push when the attackers are already halfway to the point.

Last: A shutter should probably be put over the lower main entrance. The doorway by the glass wall feels a little to easier to defend and widening it would most likely fix the issue.

Transitions: Pushing from second into last is very disjointed. Similarly to granary 2nd, a team will most likely have to go second to lobby, lobby to last when pushing. This disjointed feeling would most likely be eliminated if you got rid of the middle shutter that spits you out above the point.

Overall the map is very nice from a walkabout pov. You can see some places that have either been influenced by or ended up appearing similar to snake or process. The map still has its own unique twist though and we look forward to seeing what comes of it.
7
#7
0 Frags +

Small update to make it better for a test

A10A Update
Changelog:
-Extended skybox
-Clipped the tree on last
-Changed some materials to see ramps better on mid
-Added covers and stairs over the pipes for gameplay on mid

Download and Screenshots are the same

Small update to make it better for a test

A10A Update
Changelog:
-Extended skybox
-Clipped the tree on last
-Changed some materials to see ramps better on mid
-Added covers and stairs over the pipes for gameplay on mid

Download and Screenshots are the same
8
#8
1 Frags +

Shout out to lucrative for testing the map for the feedback for this update

A11 Update
Changelog:
-Large Mid changes again
-Added a medium and small pack to a flank on mid
-Added a dropdown on second to add another way to the lower lobby
-Pushed the middle entrance to Last back
-Replaced tree with a rock
-Fixed various clipping issues
-Some vis optimizations, still could be much better
-Moved spawns to the left side of spawn

Download: https://tf2maps.net/downloads/workflow.7299/
Screenshots: https://imgur.com/a/Q1YH4QQ

Shout out to lucrative for testing the map for the feedback for this update

A11 Update
Changelog:
-Large Mid changes again
-Added a medium and small pack to a flank on mid
-Added a dropdown on second to add another way to the lower lobby
-Pushed the middle entrance to Last back
-Replaced tree with a rock
-Fixed various clipping issues
-Some vis optimizations, still could be much better
-Moved spawns to the left side of spawn

Download: https://tf2maps.net/downloads/workflow.7299/
Screenshots: https://imgur.com/a/Q1YH4QQ
9
#9
2 Frags +

Small update to change two things and fix smaller issues

A11A Update
Changelog:
-Changed dropdown to a ramp into lobby
-Added a pack on second
-Various smaller changes and fixes

Download and Screenshots are the same

Small update to change two things and fix smaller issues

A11A Update
Changelog:
-Changed dropdown to a ramp into lobby
-Added a pack on second
-Various smaller changes and fixes

Download and Screenshots are the same
10
#10
3 Frags +

Moving into Beta

B1 Update
Changelog:
-Removed a fence on last
-Changed the building close to left spawn on last
-Simplified the spawn room on last
-Changed the spawn times for attackers on last
-Increased second cap time by 1 second
-Made the ramp into lobby from second harder to climb from inside lobby
-Raised the dirt ground on second to allow certain jumps
-Moved the concrete flank on mid's entrance slightly forward
-Moved packs a bit in lobby and the concrete flank
-Added a small ramp on mid for kiting a bit
-Added billboards on mid that you can stand on
-Simplified the house flank on mid a bit
-Added some various cosmetic areas
-A small bit of optimizing again

Download: https://tf2maps.net/downloads/workflow.7299/
Screenshots: https://imgur.com/a/LMWrJHl

Moving into Beta

B1 Update
Changelog:
-Removed a fence on last
-Changed the building close to left spawn on last
-Simplified the spawn room on last
-Changed the spawn times for attackers on last
-Increased second cap time by 1 second
-Made the ramp into lobby from second harder to climb from inside lobby
-Raised the dirt ground on second to allow certain jumps
-Moved the concrete flank on mid's entrance slightly forward
-Moved packs a bit in lobby and the concrete flank
-Added a small ramp on mid for kiting a bit
-Added billboards on mid that you can stand on
-Simplified the house flank on mid a bit
-Added some various cosmetic areas
-A small bit of optimizing again

Download: https://tf2maps.net/downloads/workflow.7299/
Screenshots: https://imgur.com/a/LMWrJHl
11
#11
1 Frags +

Small update to fix some things

B1B Update
Changelog:
-Extended the new ramp at mid
-Fixed a sightline into the house flank
-Moved the right spawn door at last
-Smoothed some geometry

Download and Screenshots are the same

Small update to fix some things

B1B Update
Changelog:
-Extended the new ramp at mid
-Fixed a sightline into the house flank
-Moved the right spawn door at last
-Smoothed some geometry

Download and Screenshots are the same
12
#12
1 Frags +

Visuals :^) (and some gameplay)

B2 Update
Changelog:
-Many visual changes and additions, too many to log
-New building on mid point
-Ramp on mid turned into a closet with a ramp up onto the silos
-Concrete flank changed to allow movement without being seen as easily
-Platform on last changed slightly
-Fixed clipping on fences

Download: https://tf2maps.net/downloads/workflow.7299/
Screenshots: https://imgur.com/a/QWGwmfs

Visuals :^) (and some gameplay)

B2 Update
Changelog:
-Many visual changes and additions, too many to log
-New building on mid point
-Ramp on mid turned into a closet with a ramp up onto the silos
-Concrete flank changed to allow movement without being seen as easily
-Platform on last changed slightly
-Fixed clipping on fences

Download: https://tf2maps.net/downloads/workflow.7299/
Screenshots: https://imgur.com/a/QWGwmfs
13
#13
0 Frags +

you should borrow yrzzy's ring capture point hologram for that new mid since the point hologram would be hidden by the water tank
looks fantastic so far otherwise

you should borrow yrzzy's ring capture point hologram for that new mid since the point hologram would be hidden by the water tank
looks fantastic so far otherwise
14
#14
2 Frags +

One of the best upcoming maps, playtests have been so promising on this one and Brandini is an amazing guy to work with, major props and the map is looking gorgeousness deluxe

One of the best upcoming maps, playtests have been so promising on this one and Brandini is an amazing guy to work with, major props and the map is looking gorgeousness deluxe
15
#15
0 Frags +

Small update cause i left out a change and added a visual for clarity

B2A Update
Changelog:
-Added a circling hologram to mid point to make it clearer it is the point
-Added blockers on the choke to make flying over it not possible
-A couple lighting fixes

Download and Screenshots are the same

Small update cause i left out a change and added a visual for clarity

B2A Update
Changelog:
-Added a circling hologram to mid point to make it clearer it is the point
-Added blockers on the choke to make flying over it not possible
-A couple lighting fixes

Download and Screenshots are the same
16
#16
0 Frags +

Changes are becoming small at this point

B3 Update
Changelog:
-More visual additions
-Opened the mid point up a bit
-Flattened mid quite a bit to reduce the ups and downs

Download: https://tf2maps.net/downloads/workflow.7299/
Screenshots are the same pretty much so no new album

Changes are becoming small at this point

B3 Update
Changelog:
-More visual additions
-Opened the mid point up a bit
-Flattened mid quite a bit to reduce the ups and downs

Download: https://tf2maps.net/downloads/workflow.7299/
Screenshots are the same pretty much so no new album
17
#17
0 Frags +

B4 Update
Changelog:
-New arch/ platform on mid
-Touch ups to the concrete flank exterior
-New dynamic event once last is capped

Download: https://tf2maps.net/downloads/workflow.7299/download?version=17315
Screenshots: https://imgur.com/a/Y1dvExR

B4 Update
Changelog:
-New arch/ platform on mid
-Touch ups to the concrete flank exterior
-New dynamic event once last is capped

Download: https://tf2maps.net/downloads/workflow.7299/download?version=17315
Screenshots: https://imgur.com/a/Y1dvExR
18
#18
3 Frags +

A lot of the map is great
In particular I like the soundscape and particles used here

https://i.imgur.com/PXaG2YU.jpg

I think the lighting outside is too bright, which is most obvious when looking at this

https://i.imgur.com/3ZLHcFo.jpg

Some more minor issues:

It's weird to see the texture being used diagonally here when you can see it being used a different way through this on the opposite side

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

You can stand on these lamps

https://i.imgur.com/Vbk4gn2.jpg

https://i.imgur.com/5Qdhz46.jpg

This type of shutter means that you can sticky the area above it in a variety of ways that could be hard to check / clear, not sure if worth changing

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

There is a tiny edge here for players to stand on

https://i.imgur.com/wNdLOs6.jpg

These areas are missing vertical clipping ramps

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

https://i.imgur.com/bTdI0xj.jpg

https://i.imgur.com/Zmnyy2A.jpg

https://i.imgur.com/YZp0x9T.jpg

You can stand on here (only just) which might be unintended

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

You can stand here due to the upwards ramp on the wall

https://i.imgur.com/hSvQxm0.jpg

The face touching the ground should not be black (and if you jump while walking towards it you can seemingly randomly lose all horizontal momentum)

https://i.imgur.com/rJIHea1.jpg

Neither should these

https://i.imgur.com/tsZ248S.jpg

Or these

https://i.imgur.com/IgHDT6O.jpg

You can stand here (the room inside also looks very very bright)

https://i.imgur.com/0U1eFBN.jpg

This thin vertical corner face looks wierd

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

There are some weird shadowy spots, particularly directly above the camera

https://i.imgur.com/fnR34mT.jpg

This texture doesn't look right when viewed like this

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

There are no props in the forward spawns (probably because the map is in beta), and the mid spawns have grass and sand coming in which looks weird

https://i.imgur.com/vHyktO0.jpg

This prop should not be solid and neither should the props on the table or the exit sign

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

This face looks like 2 textures meeting

https://i.imgur.com/brK2Usd.jpg

The control point hologram should be larger in my opinion and maybe more high poly as the lettering wiggles as it goes around due to the presence of relatively few corners

https://i.imgur.com/VidEQ8r.jpg

The roof part just below and to the right of the rocket is missing different faces when viewed from different parts of mid

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

The displacement used in this out of bounds section is only visible when pressed up against the window and jumping, and it looks weird due to how it's hovering above the ground on the right hand corner. It might be better if it was removed

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

When rocket jumping next to this pipe you hit the top part which could be fixed with alternative clipping if desired

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

When standing next to this pipe you cannot jump at all

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

There's a gap in the floor, the door looks wierd (scaled down?) and the fence doesn't reach the wall

https://i.imgur.com/eUSpxH6.jpg

The diagonal beams here can be hit when surfing rockets which is probably undesirable

https://i.imgur.com/j7b335I.jpg

The same is true for these, also the corner to the right is missing clipping and the overhang might be better if removed due to the current spawn camping capabilities

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

There's this weird texture thing next to the dripping water on second

https://i.imgur.com/fSxD23T.jpg

There are some sticky spots that can easily be changed into clipping issues

https://i.imgur.com/1TD4wJg.jpg

https://i.imgur.com/4D7LrUp.jpg

https://i.imgur.com/7iVUjP4.jpg

Last looks difficult to push but the indoor areas in particular look fun to play and this map definitely deserves more testing

A lot of the map is great
In particular I like the soundscape and particles used here
[img]https://i.imgur.com/PXaG2YU.jpg[/img]

I think the lighting outside is too bright, which is most obvious when looking at this
[img]https://i.imgur.com/3ZLHcFo.jpg[/img]

Some more minor issues:

It's weird to see the texture being used diagonally here when you can see it being used a different way through this on the opposite side
[img]https://i.imgur.com/kBiLQFh.jpg[/img]

You can stand on these lamps
[img]https://i.imgur.com/Vbk4gn2.jpg[/img]
[img]https://i.imgur.com/5Qdhz46.jpg[/img]

This type of shutter means that you can sticky the area above it in a variety of ways that could be hard to check / clear, not sure if worth changing
[img]https://i.imgur.com/fvRkgKO.jpg[/img]

There is a tiny edge here for players to stand on
[img]https://i.imgur.com/wNdLOs6.jpg[/img]

These areas are missing vertical clipping ramps
[img]https://i.imgur.com/cxJBXhg.jpg[/img]
[img]https://i.imgur.com/bTdI0xj.jpg[/img]
[img]https://i.imgur.com/Zmnyy2A.jpg[/img]
[img]https://i.imgur.com/YZp0x9T.jpg[/img]

You can stand on here (only just) which might be unintended
[img]https://i.imgur.com/BsvMTAX.jpg[/img]

You can stand here due to the upwards ramp on the wall
[img]https://i.imgur.com/hSvQxm0.jpg[/img]

The face touching the ground should not be black (and if you jump while walking towards it you can seemingly randomly lose all horizontal momentum)
[img]https://i.imgur.com/rJIHea1.jpg[/img]

Neither should these
[img]https://i.imgur.com/tsZ248S.jpg[/img]

Or these
[img]https://i.imgur.com/IgHDT6O.jpg[/img]

You can stand here (the room inside also looks very very bright)
[img]https://i.imgur.com/0U1eFBN.jpg[/img]

This thin vertical corner face looks wierd
[img]https://i.imgur.com/uumVcUc.jpg[/img]

There are some weird shadowy spots, particularly directly above the camera
[img]https://i.imgur.com/fnR34mT.jpg[/img]

This texture doesn't look right when viewed like this
[img]https://i.imgur.com/epNBCJv.jpg[/img]

There are no props in the forward spawns (probably because the map is in beta), and the mid spawns have grass and sand coming in which looks weird
[img]https://i.imgur.com/vHyktO0.jpg[/img]

This prop should not be solid and neither should the props on the table or the exit sign
[img]https://i.imgur.com/obmWPwe.jpg[/img]

This face looks like 2 textures meeting
[img]https://i.imgur.com/brK2Usd.jpg[/img]

The control point hologram should be larger in my opinion and maybe more high poly as the lettering wiggles as it goes around due to the presence of relatively few corners
[img]https://i.imgur.com/VidEQ8r.jpg[/img]

The roof part just below and to the right of the rocket is missing different faces when viewed from different parts of mid
[img]https://i.imgur.com/GhToXPA.jpg[/img]

The displacement used in this out of bounds section is only visible when pressed up against the window and jumping, and it looks weird due to how it's hovering above the ground on the right hand corner. It might be better if it was removed
[img]https://i.imgur.com/eBaUHSJ.jpg[/img]

When rocket jumping next to this pipe you hit the top part which could be fixed with alternative clipping if desired
[img]https://i.imgur.com/8kLsXny.jpg[/img]

When standing next to this pipe you cannot jump at all
[img]https://i.imgur.com/kboxGvv.jpg[/img]

There's a gap in the floor, the door looks wierd (scaled down?) and the fence doesn't reach the wall
[img]https://i.imgur.com/eUSpxH6.jpg[/img]

The diagonal beams here can be hit when surfing rockets which is probably undesirable
[img]https://i.imgur.com/j7b335I.jpg[/img]

The same is true for these, also the corner to the right is missing clipping and the overhang might be better if removed due to the current spawn camping capabilities
[img]https://i.imgur.com/rRHxrpf.jpg[/img]

There's this weird texture thing next to the dripping water on second
[img]https://i.imgur.com/fSxD23T.jpg[/img]

There are some sticky spots that can easily be changed into clipping issues
[img]https://i.imgur.com/1TD4wJg.jpg[/img]
[img]https://i.imgur.com/4D7LrUp.jpg[/img]
[img]https://i.imgur.com/7iVUjP4.jpg[/img]

Last looks difficult to push but the indoor areas in particular look fun to play and this map definitely deserves more testing
19
#19
-1 Frags +

pretty fun as soldier
could you make the middle point seem more like a control point? just to make it a bit more intuitive

pretty fun as soldier
could you make the middle point seem more like a control point? just to make it a bit more intuitive
20
#20
0 Frags +

Been a while huh :)

B5 Update
Changelog:
-Added a small scaffolding to mid
-Added a rock on second
-Removed a shutter on second
-Removed dynamic event on last
-Many Detailing Updates

Download: https://tf2maps.net/downloads/workflow.7299/download?version=17754
Screenshots: https://imgur.com/a/afmbDlC

Been a while huh :)

B5 Update
Changelog:
-Added a small scaffolding to mid
-Added a rock on second
-Removed a shutter on second
-Removed dynamic event on last
-Many Detailing Updates

Download: https://tf2maps.net/downloads/workflow.7299/download?version=17754
Screenshots: https://imgur.com/a/afmbDlC
21
#21
0 Frags +

Overall, I think this map is fairly good, and has a lot of potential! I especially like the lobby design, and the way you can get into 2nd from lobby. Besides the things I have already mentioned I think maybe the pc/it flank is a bit too cluttered/claustrophobic and could really use some tidying up of legdes/raising roof, etc.

Overall, I think this map is fairly good, and has a lot of potential! I especially like the lobby design, and the way you can get into 2nd from lobby. Besides the things I have already mentioned I think maybe the pc/it flank is a bit too cluttered/claustrophobic and could really use some tidying up of legdes/raising roof, etc.
22
#22
1 Frags +

Prep fixes

B6 Update
Changelog:
-Changed some ground textures on mid
-Small fixes all around
-Cleaned up vis to an extent
-Very slightly reduced environment light

Download: https://tf2maps.net/downloads/workflow.7299/download?version=17823
Screenshots are the same as B5

Prep fixes

B6 Update
Changelog:
-Changed some ground textures on mid
-Small fixes all around
-Cleaned up vis to an extent
-Very slightly reduced environment light

Download: https://tf2maps.net/downloads/workflow.7299/download?version=17823
Screenshots are the same as B5
23
#23
1 Frags +

Smaller Update

B7 Update
Changelog:
-More detailing
-Some changes to make the map work better with configs
-Most importantly, you can geT iN THE BOX

Download: https://tf2maps.net/downloads/workflow.7299/download?version=17956

Smaller Update

B7 Update
Changelog:
-More detailing
-Some changes to make the map work better with configs
-Most importantly, you can geT iN THE BOX

Download: https://tf2maps.net/downloads/workflow.7299/download?version=17956
24
#24
2 Frags +
Brandini_Panini-Most importantly, you can geT iN THE BOX

we did it team

[quote=Brandini_Panini]-Most importantly, you can geT iN THE BOX[/quote]

we did it team
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