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cp_foundry_pro
1
#1
0 Frags +

Current Version: B2
Latest Update: 6th july 2021
Discord Contact: Au#5269
----
People suggested I post a tftv thread on this map so here we are.

Originally I started work on this in May 2020 but it took me until last June to actually release a public version. Hopefully the hard work has paid off.
While some of these changes may go too far, I believe foundry is a good map and can become competitively viable given the right changes are made. I believe this is a time for experimentation so I am willing to test unique ideas in this environment.

Thanks to:
b4nny - His competitive analysis on foundry was a basis for some of the original ideas.
Gatsan - Extensive interest in the project and willingness to support the map.
TF2Maps - Playtesting the map in 6v6 mode.
Zoomer Mixes - Playtesting the map in 6v6 mode.
Hutty - Custom container prop.

Any based feedback is appreciated, feel free to go off on issues if you feel its needed :)
If anyone finds a rollout I would appreciate a video, we have found some but I'm sure others can do better than us.
Download
Screenshots
Changelog

Current Version: B2
Latest Update: 6th july 2021
Discord Contact: Au#5269
----
People suggested I post a tftv thread on this map so here we are.

Originally I started work on this in May 2020 but it took me until last June to actually release a public version. Hopefully the hard work has paid off.
While some of these changes may go too far, I believe foundry is a good map and can become competitively viable given the right changes are made. I believe this is a time for experimentation so I am willing to test unique ideas in this environment.

Thanks to:
b4nny - His competitive analysis on foundry was a basis for some of the original ideas.
Gatsan - Extensive interest in the project and willingness to support the map.
TF2Maps - Playtesting the map in 6v6 mode.
Zoomer Mixes - Playtesting the map in 6v6 mode.
Hutty - Custom container prop.

Any based feedback is appreciated, feel free to go off on issues if you feel its needed :)
If anyone finds a rollout I would appreciate a video, we have found some but I'm sure others can do better than us.
[url=https://tf2maps.net/downloads/foundry.11361/] Download [/url]
[url=https://imgur.com/a/I9EjEiV] Screenshots [/url]
[url=https://pastebin.com/dxbFDUh8] Changelog [/url]
2
#2
1 Frags +

3
#3
16 Frags +

hate to say it but i very much do not think this map has much potential for 6s, but maybe you can heavily rework a few of the worst parts and make it better, here's a list of the problems i noticed

  1. last spawn is incredibly far from point, only has one exit and puts you on mega lowground. no other map has anything like this, makes it super easy to stuff defending team from exiting spawn if they try to run a heavy or engi. should have at least a second door or more ideally just have two spawn doors on the far left and far right similar to snakewater or sunshine, and either remove the lowground ramps or put a healthpack down there to incentivize going behind/under point after ubers or during fights, otherwise no reason to ever go to that lowground
  2. the highground on last is super high and is a huge advantage to stay up there with soldiers after ubers, it's definitely taller than badlands and on that map you pretty much always want to end ubers on highground. my idea was to lower it a little (maybe to the height of where the little lamp hangs on the left side from defender's perspective) and make it not so huge an advantage, but it still may be a little bit busted to just chill with projectiles up there and pretty much force teams to uber through up top (it's the furthest forward anyways, the main door in the middle is so far back there's virtually no reason to push there for example)
  3. the stairs in the back left of last serve pretty much no purpose and will be awful to fight on, i think it should be reworked with a lower highground area that connects to the top left (defender's perspective) flank entrance, with that room having an alternate route up to the highground similar to bottom right on badlands last (ideally a spawn door would be closer to there as well instead of in the basement hell so defenders could meet this flank and fight over that highground)
  4. most importantly with last, there is pretty much no actual areas to kite or do a team fight, on every other last you can kite to one side or other and after the uber kills the gun on one side (e.g., left side process), you can coordinate a push towards the opposite side and then pressure cap. this map pretty much only has the up top area, and a bunch of awful flat ground which you wouldn't want to fight on. process last is also indoors but has the far left and far right lanes to play as well as the middle on point, this one just feels claustrophobic and awful to commit post uber, granary last is outdoors and has lots of positioning to take
  5. lobby is super claustrophobic and awful to fight in, most lobbies have varied height (think process, gully, sunshine) and aren't just a giant flatground, it all goes to one choke point pretty much as well and would be horrific to push against multiple projectile classes alive on the other team, pretty much just means you have to push out of the top left or top right (defenders perspective)
  6. the far left and far right ways to push out of last are WAY too far apart, you would probably have a soldier or demo hold the middle lobby area because it's such a choke and easy to deny, but if anyone is spotting the combo pushing out the top right (defender perspective) highground onto second, u can instantly jump two soldiers and a scout to the far left (defenders perspective) entrance and go behind to last, it takes so long to push out from that area as well that it's a huge risk for backcaps despite being technically highground and being advantageous for that reason, think about if badlands batts wasnt next to point and was a mile away and ppl could spot u going it super early and flood the other direction, shit would suck
  7. forward spawn on top of second is a clusterfuck and should be made wider like snake just did recently
  8. the random wall on middle is weird and out of place and i dont really see the purpose
  9. far bottom flank entrance to mid is super tiny and awful, i dont think doors like that should exist at all on competitive maps (dropdown on snake is the only example but it gives u highground so is a tradeoff, that shit just puts you on the absolute lowground to get dicked on by a soldier or denied super hard by a scout on highground if ur a soldier and try to jump)
  10. the thing above mid is too big and annoying to jump onto, there was a new map recently i forget the name but it did something similar with highground above mid but they also had an underneath area which made it more interesting, and it was easier for scouts to jump onto the highground. too many props on mid as well, can't see any coherent ways to push a side or anything, its just flat land and props which is definitely not a good middle design

can elaborate later on second and mid issues but there are just a lot of downsides and very few upsides, seems like a worse version of badlands/granary/metal

hate to say it but i very much do not think this map has much potential for 6s, but maybe you can heavily rework a few of the worst parts and make it better, here's a list of the problems i noticed

[olist]
[*] last spawn is incredibly far from point, only has one exit and puts you on mega lowground. no other map has anything like this, makes it super easy to stuff defending team from exiting spawn if they try to run a heavy or engi. should have at least a second door or more ideally just have two spawn doors on the far left and far right similar to snakewater or sunshine, and either remove the lowground ramps or put a healthpack down there to incentivize going behind/under point after ubers or during fights, otherwise no reason to ever go to that lowground
[*] the highground on last is super high and is a huge advantage to stay up there with soldiers after ubers, it's definitely taller than badlands and on that map you pretty much always want to end ubers on highground. my idea was to lower it a little (maybe to the height of where the little lamp hangs on the left side from defender's perspective) and make it not so huge an advantage, but it still may be a little bit busted to just chill with projectiles up there and pretty much force teams to uber through up top (it's the furthest forward anyways, the main door in the middle is so far back there's virtually no reason to push there for example)
[*] the stairs in the back left of last serve pretty much no purpose and will be awful to fight on, i think it should be reworked with a lower highground area that connects to the top left (defender's perspective) flank entrance, with that room having an alternate route up to the highground similar to bottom right on badlands last (ideally a spawn door would be closer to there as well instead of in the basement hell so defenders could meet this flank and fight over that highground)
[*] most importantly with last, there is pretty much no actual areas to kite or do a team fight, on every other last you can kite to one side or other and after the uber kills the gun on one side (e.g., left side process), you can coordinate a push towards the opposite side and then pressure cap. this map pretty much only has the up top area, and a bunch of awful flat ground which you wouldn't want to fight on. process last is also indoors but has the far left and far right lanes to play as well as the middle on point, this one just feels claustrophobic and awful to commit post uber, granary last is outdoors and has lots of positioning to take
[*] lobby is super claustrophobic and awful to fight in, most lobbies have varied height (think process, gully, sunshine) and aren't just a giant flatground, it all goes to one choke point pretty much as well and would be horrific to push against multiple projectile classes alive on the other team, pretty much just means you have to push out of the top left or top right (defenders perspective)
[*] the far left and far right ways to push out of last are WAY too far apart, you would probably have a soldier or demo hold the middle lobby area because it's such a choke and easy to deny, but if anyone is spotting the combo pushing out the top right (defender perspective) highground onto second, u can instantly jump two soldiers and a scout to the far left (defenders perspective) entrance and go behind to last, it takes so long to push out from that area as well that it's a huge risk for backcaps despite being technically highground and being advantageous for that reason, think about if badlands batts wasnt next to point and was a mile away and ppl could spot u going it super early and flood the other direction, shit would suck
[*] forward spawn on top of second is a clusterfuck and should be made wider like snake just did recently
[*] the random wall on middle is weird and out of place and i dont really see the purpose
[*] far bottom flank entrance to mid is super tiny and awful, i dont think doors like that should exist at all on competitive maps (dropdown on snake is the only example but it gives u highground so is a tradeoff, that shit just puts you on the absolute lowground to get dicked on by a soldier or denied super hard by a scout on highground if ur a soldier and try to jump)
[*] the thing above mid is too big and annoying to jump onto, there was a new map recently i forget the name but it did something similar with highground above mid but they also had an underneath area which made it more interesting, and it was easier for scouts to jump onto the highground. too many props on mid as well, can't see any coherent ways to push a side or anything, its just flat land and props which is definitely not a good middle design
[/olist]

can elaborate later on second and mid issues but there are just a lot of downsides and very few upsides, seems like a worse version of badlands/granary/metal
4
#4
5 Frags +

Foundry definitely seems like a map that needs a lot of work to make competitively viable, but it's by far one of my favorite maps in TF2 so I'm excited to see how this goes. From the screenshots it's a good start, but I believe the points bearodactyl put above are a good next step.

Foundry definitely seems like a map that needs a [b]lot [/b]of work to make competitively viable, but it's by far one of my favorite maps in TF2 so I'm excited to see how this goes. From the screenshots it's a good start, but I believe the points bearodactyl put above are a good next step.
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