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cp_terra (5cp)
1
#1
0 Frags +

`A competitive 5cp map made as a collaboration between Quantum, Brandini Panini, and myself.

a2

fixed respawn room trigger
moved some health/ammo kits
made walls on mid more visible

Current version: a2
Download: https://tf2maps.net/downloads/terra.7416/download?version=17502
TF2Maps thread: https://tf2maps.net/downloads/terra.7416/
Screenshots: https://imgur.com/a/5X0VRaB

`A competitive 5cp map made as a collaboration between Quantum, Brandini Panini, and myself.


a2

fixed respawn room trigger
moved some health/ammo kits
made walls on mid more visible

[b]Current version:[/b] a2
[b]Download:[/b] https://tf2maps.net/downloads/terra.7416/download?version=17502
[b]TF2Maps thread:[/b] https://tf2maps.net/downloads/terra.7416/
[b]Screenshots:[/b] https://imgur.com/a/5X0VRaB
2
#2
7 Frags +

space gang

space gang
3
#3
3 Frags +

Looking awesome so far, can't wait to see how it turns out. The space theme is underused.

Looking awesome so far, can't wait to see how it turns out. The space theme is underused.
4
#4
0 Frags +

playtest pug soon?

playtest pug soon?
5
#5
0 Frags +

red last looks like ctf_well

red last looks like ctf_well
6
#6
2 Frags +
an_aliasred last looks like ctf_well

We actually took a lot of inspiration from well for last, because we thought it was an interesting idea that just needed to be tweaked to work well. (heh)

[quote=an_alias]red last looks like ctf_well[/quote]
We actually took a lot of inspiration from well for last, because we thought it was an interesting idea that just needed to be tweaked to work well. (heh)
7
#7
3 Frags +
an_aliasred last looks like ctf_well

It was the old soul in me....

[quote=an_alias]red last looks like ctf_well[/quote]

It was the old soul in me....
8
#8
4 Frags +

fixed respawn room trigger
moved some health/ammo kits
made walls on mid more visible

Current version: a2
Download: https://tf2maps.net/downloads/terra.7416/download?version=17502
TF2Maps thread: https://tf2maps.net/downloads/terra.7416/
Screenshots: https://imgur.com/a/5X0VRaB

fixed respawn room trigger
moved some health/ammo kits
made walls on mid more visible

[b]Current version:[/b] a2
[b]Download:[/b] https://tf2maps.net/downloads/terra.7416/download?version=17502
[b]TF2Maps thread:[/b] https://tf2maps.net/downloads/terra.7416/
[b]Screenshots:[/b] https://imgur.com/a/5X0VRaB
9
#9
1 Frags +

Just some unorganized feedback..
- As of a2 there is no freeze time in spawn. Is this intentional?
- A sniper on this flank can peak all three pushing routes out of lobby to second:
https://imgur.com/a/Pq01eLk
- I would say that the lobby, when combined with last, makes for just too much to cover for a team of only 6 players. I think it will be a bit too hard to push out of last for instance, since the lobby and the last combined have way too much playable space, and it's loosely connected so you can't really clear it in an easy way either. For instance, the "secret/sneaky" area on last, as well as the vent, i don't really think is needed and just adds more stuff to check etc. Alternatively those things could be kept and lobby could be just made a lot a lot shorter.
- I think this is how people should make maps if they are looking to create indoor playing areas. It doesn't feel like there are many places where there is lack of room for manouverability etc.
- Personally I prefer when there's at least one medium kit on the mid area itself (i know there are kits are rn), since I think it discourages going back and getting health instead of staying in and fighting.
- The prop doors that you have chosen, especially the flank entrances to mid (not the lower one), are really small and I think they are limiting to gameplay. I think more maps in general should be concerned about having good areas to push with uber-ad. (You can also set up holds on top of mid point where your soldiers can essentially spam/bomb every doorway. I think if you made one of them bigger it would help uber-ad pushes into mid).
- I would also like you to try having the main pushing route between mid and 2nd be more "open", so that soldiers can do a full rocketjump through it without bumping their heads. Not really necessary to make a map good, but as I alluded to, its my opinion.
- The glass cylinder you can stand next to on 2nd, make it hollow or something so that you can see the thickness of the glass on the other side (from where you're standing) [the texture is acting wierd].
- You can stand on the yellow railing that's attached to the prop doors
- On mid, maybe add another ramp to the point from the under area?
- I really like the elegand design of the mid point itself, and the combat happening on and around it. Stoked to play it really.
- Maybe raise ceiling height on mid?
- I really like the elevation work and pushing route work onto last, looks cool.
- Not sure if I'll love or hate the split last point, although it will definately be unique.
- The clipping on the rails of the ramps on last are not mirrored properly.

Just some unorganized feedback..
- As of a2 there is no freeze time in spawn. Is this intentional?
- A sniper on this flank can peak all three pushing routes out of lobby to second:
https://imgur.com/a/Pq01eLk
- I would say that the lobby, when combined with last, makes for just too much to cover for a team of only 6 players. I think it will be a bit too hard to push out of last for instance, since the lobby and the last combined have way too much playable space, and it's loosely connected so you can't really clear it in an easy way either. For instance, the "secret/sneaky" area on last, as well as the vent, i don't really think is needed and just adds more stuff to check etc. Alternatively those things could be kept and lobby could be just made a lot a lot shorter.
- I think this is how people should make maps if they are looking to create indoor playing areas. It doesn't feel like there are many places where there is lack of room for manouverability etc.
- Personally I prefer when there's at least one medium kit on the mid area itself (i know there are kits are rn), since I think it discourages going back and getting health instead of staying in and fighting.
- The prop doors that you have chosen, especially the flank entrances to mid (not the lower one), are really small and I think they are limiting to gameplay. I think more maps in general should be concerned about having good areas to push with uber-ad. (You can also set up holds on top of mid point where your soldiers can essentially spam/bomb every doorway. I think if you made one of them bigger it would help uber-ad pushes into mid).
- I would also like you to try having the main pushing route between mid and 2nd be more "open", so that soldiers can do a full rocketjump through it without bumping their heads. Not really necessary to make a map good, but as I alluded to, its my opinion.
- The glass cylinder you can stand next to on 2nd, make it hollow or something so that you can see the thickness of the glass on the other side (from where you're standing) [the texture is acting wierd].
- You can stand on the yellow railing that's attached to the prop doors
- On mid, maybe add another ramp to the point from the under area?
- I really like the elegand design of the mid point itself, and the combat happening on and around it. Stoked to play it really.
- Maybe raise ceiling height on mid?
- I really like the elevation work and pushing route work onto last, looks cool.
- Not sure if I'll love or hate the split last point, although it will definately be unique.
- The clipping on the rails of the ramps on last are not mirrored properly.
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