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cp_sultry (5cp)
1
#1
0 Frags +

Presenting...
cp_sultry

Latest Version: b8a| Download
Last Updated: 6/20/2022
# The TF2maps download is out of date! Get the latest version above.
TF2Maps Page: https://tf2maps.net/downloads/cp_sultry.11328/

Images:

Show Content

Sultry is a map designed for competitive 6s drafted by PigPig and FlipFTW. The goal was to make a fun map driven by competitive feedback and playtests.

Map has been played in pug tests, but has yet to see gameplay in team vs team environments. Let me know if you run into any issues. (trap spots, clipping, optimization/badfps spots, spawn times, sightlines, etc...) We are also open to suggestions of any kind, we can be found on discord at:

PigPig#8052
FlipFTW#0777

Special thanks to:
Anglerfish Holdings & Associates for participating in map pugs.
B4nny, Walrex, and SIN KARMA for direct map feedback.
The competitive community for being so welcoming during the development of the map.

Downloads | [ Full History ]
b1a | b2 | b3| b3b | b4b | b5 | b5a| b7| b8 ... Just get the latest version

[size=10]Presenting... [/size]
[size=16][b]cp_sultry[/b][/size]

Latest Version: [url=https://gamebanana.com/dl/1005031] b8a| Download[/url]
Last Updated: 6/20/2022
[size=10]# The TF2maps download is out of date! Get the latest version above. [/size]
TF2Maps Page: [url=https://tf2maps.net/downloads/cp_sultry.11328/]https://tf2maps.net/downloads/cp_sultry.11328/[/url]




[b][u]Images:[/u][/b]
[spoiler]
[img]https://tf2maps.net/attachments/20210913015306_1-jpg.158700/[/img]
[img]https://tf2maps.net/attachments/20211026122134_1-jpg.160606//img]
[img]https://tf2maps.net/attachments/20211026121253_1-jpg.168071/[/img]
[/spoiler]



Sultry is a map designed for competitive 6s drafted by PigPig and FlipFTW. The goal was to make a fun map driven by competitive feedback and playtests.

Map has been played in pug tests, but has yet to see gameplay in team vs team environments. Let me know if you run into any issues. (trap spots, clipping, optimization/badfps spots, spawn times, sightlines, etc...) We are also open to suggestions of any kind, we can be found on discord at:

[size=12]PigPig#8052 [/size]
[size=12]FlipFTW#0777 [/size]

Special thanks to:[size=12]
Anglerfish Holdings & Associates for participating in map pugs.
B4nny, Walrex, and SIN KARMA for direct map feedback.
The competitive community for being so welcoming during the development of the map.
[/size]


Downloads | [url=https://tf2maps.net/downloads/cp_sultry.11328/history][ Full History ][/url]
[url=https://tf2maps.net/downloads/cp_sultry.11328/download?version=31249]b1a[/url] | [url=https://tf2maps.net/downloads/cp_sultry.11328/download?version=31536]b2[/url] | [url=https://tf2maps.net/downloads/cp_sultry.11328/download?version=31782]b3[/url]| [url=https://tf2maps.net/downloads/cp_sultry.11328/download?version=32363]b3b[/url] | [url=https://tf2maps.net/downloads/cp_sultry.11328/version/34530/download]b4b[/url] | [url=https://tf2maps.net/downloads/cp_sultry.11328/version/34774/download]b5[/url] | [url=https://tf2maps.net/downloads/cp_sultry.11328/version/35616/download]b5a[/url]| [url=https://tf2maps.net/downloads/cp_sultry.11328/version/39709/download]b7[/url]| [url=https://tf2maps.net/downloads/cp_sultry.11328/version/40602/download]b8[/url] ... Just get the latest version
2
#2
2 Frags +

the best map

the best map
3
#3
13 Frags +

https://www.youtube.com/watch?v=FK2xBMyHkdQ

https://www.youtube.com/watch?v=FK2xBMyHkdQ
4
#4
4 Frags +

this map is sick

this map is sick
5
#5
2 Frags +

goated map

goated map
6
#6
3 Frags +

that's sick

that's sick
7
#7
4 Frags +

chill, good map

chill, good map
8
#8
4 Frags +

metalworks supplanter

metalworks supplanter
9
#9
2 Frags +

Map is the bomb diggity. Real fun to play on as just about any class.

Map creators are very open to criticisms and suggestions for the map.

I think the map has a lot going for it, and with these mappers, it could easily go places. :)

Map is the bomb diggity. Real fun to play on as just about any class.

Map creators are very open to criticisms and suggestions for the map.

I think the map has a lot going for it, and with these mappers, it could easily go places. :)
10
#10
7 Frags +

I played this map hella whenever they were putting out stages in alpha and this map definitely is next up. Both PigPig and FlipFTW know exactly what they're doing in terms of making really solid maps and listening to feedback from players.

Just about as tribes said this map is very enjoyable for just about every meta 6's classes right now. (Haven't tried offclasses yet.) But, overall really enjoyed my time on this map and think you all would enjoy the map the same.

also demolitions class #1 #1 #1 #1

I played this map hella whenever they were putting out stages in alpha and this map definitely is next up. Both PigPig and FlipFTW know exactly what they're doing in terms of making really solid maps and listening to feedback from players.

Just about as tribes said this map is very enjoyable for just about every meta 6's classes right now. (Haven't tried offclasses yet.) But, overall really enjoyed my time on this map and think you all would enjoy the map the same.

also demolitions class #1 #1 #1 #1
11
#11
4 Frags +

actually a goated map. They spent a lot of time on it and they ALWAYS take feedback. This is a map I would like to see in the RGL future map pool (If you like new maps)

also jemond smells. #2 #2 #2 #2

actually a goated map. They spent a lot of time on it and they ALWAYS take feedback. This is a map I would like to see in the RGL future map pool (If you like new maps)

also jemond smells. #2 #2 #2 #2
12
#12
2 Frags +

map is fun as pretty much every class that i've tried, creators are chill too

map is fun as pretty much every class that i've tried, creators are chill too
13
#13
3 Frags +

B2 Update
Optimization, Clipping, Visibility and more

Gameplay:
Made bulletblock less aggressive (On detailed walls)
Added underpass route on mid's forward spawn area
Made oilshack on mid narrower (See images)
Made 'skilljumps' on mid less tedious
Added a window to lower on last for visibility
Made cover near point on last transparent for attackers. (super low settings currently will have problems seeing through these, A fix for this will be made in the next version)
Covered up some sniper sightlines on last
Pulled in wall lower lobby to hopefully allow for better bombs (Looking for feedback on this change)
Added hiding spot to lobby

Optimization:
Optimized around 2nd through choke to mid
Replaced unimportant 3d models with 2d cutouts (Windows, fences, chimneys)
(After these changes I get ~400 everywhere, ~300 while viewing larger sightlines, previously I had ~350-290, benchmarked with no players)

Things to look forward to:
Changes based on feedback
Optimization from boiler into 2nd, 2nd through frogbox into mid, and lasts valley. These are currently the most unoptimized locations. They are next on the list.
Detail on last, Trying to add more greenery so the maps not brown.
More theming, each control point will have a purpose in universe. (unimportant nerd shit)
Possibly moving the forward spawn located on mid / cutting sightlines from this spawn

Images:

Show Content

Download: b2

Enjoy!

[size=16][b]B2 Update[/b][/size]
Optimization, Clipping, Visibility and more

[size=14][b]Gameplay:[/b][/size]
Made bulletblock less aggressive [size=10](On detailed walls)[/size]
Added underpass route on mid's forward spawn area
Made oilshack on mid narrower [size=10](See images)[/size]
Made 'skilljumps' on mid less tedious
Added a window to lower on last for visibility
Made cover near point on last transparent for attackers. [size=10](super low settings currently will have problems seeing through these, A fix for this will be made in the next version)[/size]
Covered up some sniper sightlines on last
Pulled in wall lower lobby to hopefully allow for better bombs (Looking for feedback on this change)
Added hiding spot to lobby


[size=14][b]Optimization:[/b][/size]
Optimized around 2nd through choke to mid
Replaced unimportant 3d models with 2d cutouts (Windows, fences, chimneys)
[size=10](After these changes I get ~400 everywhere, ~300 while viewing larger sightlines, previously I had ~350-290, benchmarked with no players)[/size]

[size=14][b]Things to look forward to:[/b][/size]
Changes based on feedback
Optimization from boiler into 2nd, 2nd through frogbox into mid, and lasts valley. These are currently the most unoptimized locations. They are next on the list.
Detail on last, Trying to add more greenery so the maps not brown.
More theming, each control point will have a purpose in universe. [size=10](unimportant nerd shit)[/size]
Possibly moving the forward spawn located on mid / cutting sightlines from this spawn

Images:
[spoiler]
[img]https://tf2maps.net/attachments/20210831103520_1-jpg.157670/[/img]
[img]https://tf2maps.net/attachments/20210831103610_1-jpg.157671/[/img]
[img]https://tf2maps.net/attachments/20210831103653_1-jpg.157672/[/img]
[img]https://tf2maps.net/attachments/20210831103716_1-jpg.157673/[/img]
[img]https://tf2maps.net/attachments/20210831103732_1-jpg.157674/[/img]
[img]https://tf2maps.net/attachments/20210831110042_1-jpg.157677/[/img]
[/spoiler]

[size=16][b]Download:[/b][/size] [url=https://tf2maps.net/downloads/cp_sultry.11328/download?version=31536]b2[/url]

[size=10][url=https://youtu.be/aZcViZ_UrCI]Enjoy![/url][/size]
14
#14
0 Frags +

B3 Update
Optimization, Detail and overall touchups...

Changes:
Grate cover pieces now use the same texture on all graphics settings (Low-end configs made some users unable to see through the cover)
Finished detailing last
Optimization near valley

Things to look forward to:
Awaiting more feedback if there is any interest in sultry moving forward, Besides that, I have a few clips and tweaks that are on the back burner.
I'm thinking of lowering spawn times across the board. Except perhaps attackers pushing into last.

Images:

Show Content

Download: b3

[size=16][b]B3 Update[/b][/size]
Optimization, Detail and overall touchups...

[size=14][b]Changes:[/b][/size]
Grate cover pieces now use the same texture on all graphics settings (Low-end configs made some users unable to see through the cover)
Finished detailing last
Optimization near valley

[size=14][b]Things to look forward to:[/b][/size]
Awaiting more feedback if there is any interest in sultry moving forward, Besides that, I have a few clips and tweaks that are on the back burner.
I'm thinking of lowering spawn times across the board. Except perhaps attackers pushing into last.


Images:
[spoiler]
[img]https://tf2maps.net/attachments/20210913015306_1-jpg.158695/[/img]
[img]https://tf2maps.net/attachments/20210913014801_1-jpg.158696/[/img]
[/spoiler]

[size=16][b]Download:[/b][/size] [url=https://tf2maps.net/downloads/cp_sultry.11328/download?version=31782]b3[/url]
15
#15
0 Frags +

B4 Update (b4,b4a,b4b)
Mid changes, Small fixes, Visibility, Spawntimes.
6 months! Graveyard, zombies, agh!!!

Changes:
Made mid smaller and easier to navigate (downscaled and added staircase)
Changed around health kits on mid
Moved forward spawn further back
Fixed sticky hiding spots on the middle control point
Lighting adjustments/ improved visibility
Fixed odd visual glitches (Above batts/door trim on shutter)
Fixed soldiers odd rocket jumping sightline from last to second (it's complicated)
Adjustments to props for dx8 users
Players can no longer capture the last control point while standing on top of the crate
Fixed blue capture zones being misaligned
Lowered spawn times across the board:
8.5 Respawn wave time (16-19 seconds in practice)
+1 second respawn wave to attackers pushing last (~18-20 seconds in practice)

Things to look forward to:
Waiting for more testing before I start changing last. Thinking about nuking the rotation tunnel / Possibly opening up the leftmost route (window room).
I'm not dead and I've always been ready to work on this map again. Just torn on in too many directions with feedback. (Also lack of testing xd1!1!1!!)
I've been posting experimental versions on TF2Maps.net, Not really interested in bumping threads without serious reason.
Oh! Also, might look into setting up soap dm spawns.

Images:

Show Content

Download: b4b

Also new workshop link, Only updating this when I post here.

[size=16][b]B4 Update (b4,b4a,b4b)[/b][/size]
Mid changes, Small fixes, Visibility, Spawntimes.
[size=10]6 months! Graveyard, zombies, agh!!![/size]

[size=14][b]Changes:[/b][/size]
Made mid smaller and easier to navigate (downscaled and added staircase)
Changed around health kits on mid
Moved forward spawn further back
Fixed sticky hiding spots on the middle control point
Lighting adjustments/ improved visibility
Fixed odd visual glitches (Above batts/door trim on shutter)
Fixed soldiers odd rocket jumping sightline from last to second (it's complicated)
Adjustments to props for dx8 users
Players can no longer capture the last control point while standing on top of the crate
Fixed blue capture zones being misaligned
Lowered spawn times across the board:
[size=10]8.5 Respawn wave time (16-19 seconds in practice)
+1 second respawn wave to attackers pushing last (~18-20 seconds in practice)[/size]

[size=14][b]Things to look forward to:[/b][/size]
Waiting for more testing before I start changing last. Thinking about nuking the rotation tunnel / Possibly opening up the leftmost route (window room).
I'm not dead and I've always been ready to work on this map again. Just torn on in too many directions with feedback. (Also lack of testing xd1!1!1!!)
I've been posting experimental versions on TF2Maps.net, Not really interested in bumping threads without serious reason.
Oh! Also, might look into setting up soap dm spawns.

Images:
[spoiler]
[img]https://tf2maps.net/attachments/20220120232109_1-jpg.166849/[/img]
[img]https://tf2maps.net/attachments/20220120231807_1-jpg.166850/[/img]
[/spoiler]

[size=16][b]Download:[/b][/size] [url=https://tf2maps.net/downloads/cp_sultry.11328/download?version=31782]b4b[/url]

[size=7] Also new [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2775471508]workshop link[/url], Only updating this when I post here.
16
#16
7 Frags +

I really like the look of the map.
-IMO the spawns on last seem a bit too chokey. Mainly because of the thick walls that make it feel narrow.
-There's too much visual clutter. I feel like u could streamline the map a lot. So many extra unneeded ledges/ramps/roofs.
-There are tonnes of aids hiding spots especially where there are extra gaps/holes in the walls where u've put healthpacks.
I can see how adding all these ledges can make traversing around the map cool, but ironically it also makes it harder since ur always bumping into shit and getting lost. It also causes a lot of high ground to be next to VERY low ground.
Nonetheless it looks promising! Look forward to seeing more updates.

I really like the look of the map.
-IMO the spawns on last seem a bit too chokey. Mainly because of the thick walls that make it feel narrow.
-There's too much visual clutter. I feel like u could streamline the map a lot. So many extra unneeded ledges/ramps/roofs.
-There are tonnes of aids hiding spots especially where there are extra gaps/holes in the walls where u've put healthpacks.
I can see how adding all these ledges can make traversing around the map cool, but ironically it also makes it harder since ur always bumping into shit and getting lost. It also causes a lot of high ground to be next to VERY low ground.
Nonetheless it looks promising! Look forward to seeing more updates.
17
#17
6 Frags +

in terms of streamlining, theres lots of gray, brown and white colours which can make it feel a little bland and confusing, especially in the main fighting areas and routes which are essentially gray/white/brick coloured

the staggered ledges and roofs (especially on 2nd) form an undistinguished high-low ground (as flick said) and are way to complex imo, this also creates a huge advantage in terms of vision, because of so much accessible high ground your plays would just get seen a mile away, (think gully or process 2nd, simplistic and clear high/lowground), I would suggest perhaps making the area around the point a more substantial high ground and then removing some of the rooftop shacks and other ledges.

overall tho.. looks mint

in terms of streamlining, theres lots of gray, brown and white colours which can make it feel a little bland and confusing, especially in the main fighting areas and routes which are essentially gray/white/brick coloured

the staggered ledges and roofs (especially on 2nd) form an undistinguished high-low ground (as flick said) and are way to complex imo, this also creates a huge advantage in terms of vision, because of so much accessible high ground your plays would just get seen a mile away, (think gully or process 2nd, simplistic and clear high/lowground), I would suggest perhaps making the area around the point a more substantial high ground and then removing some of the rooftop shacks and other ledges.

overall tho.. looks mint
18
#18
0 Frags +

To simplify the abundance of high ground, you can extend any of them straight up and turn them into walls. Or alcoves.

To simplify the abundance of high ground, you can extend any of them straight up and turn them into walls. Or alcoves.
19
#19
1 Frags +

B5 Update
Simplifying the layout and trying to hone in on what makes areas work.
Thank you for the feedback, it all is very agreeable.

Changes:
(TBH just look at images, saves time)
Streamlined highground and lowground on 2nd
Removed tiles building on last, replacing it with an open alternative
Removed aids hiding spots near the frog route, removed clutter from there as well
Attempted to create space around health packs and ammo packs
Adjusted health and ammo on mid to aid players rolling out
Attempted to streamline/remove mids dead ends and hiding spot
Many other small things, Just in general trying to simplify and strengthen gameplay to be appealing.

My thoughts:
IMO mid looks like complete shite right now.
Dissecting how it will play out in my head is nearly impossible due to how spaced out the high ground is. I feel mid fights can only last as long as soldiers delay their bomb. I foresee horizontal bombs approaching any combo low and fast to be too devastating (These happen to be everywhere on this mid). Ultimately the next version will likely overhaul mid, problem is I'm not sure what change, in particular, will solve all my problems. Each time I attempt to adjust the cock and ball towers it just opens craphole sightlines out of 2nd. Any input on mid currently can help out a lot.

Thanks for the feedback guys! Tried to be quick to update, however, some stuff came up. Hope I nailed the changes / am working in the right direction. :)

Images:

Show Content

Download: b5
[Note: Not updating workshop]

[size=16][b]B5 Update [/b][/size]
Simplifying the layout and trying to hone in on what makes areas work.
[size=10]Thank you for the feedback, it all is very agreeable.[/size]

[size=14][b]Changes:[/b][/size]
(TBH just look at images, saves time)
Streamlined highground and lowground on 2nd
Removed tiles building on last, replacing it with an open alternative
Removed aids hiding spots near the frog route, removed clutter from there as well
Attempted to create space around health packs and ammo packs
Adjusted health and ammo on mid to aid players rolling out
Attempted to streamline/remove mids dead ends and hiding spot
Many other small things, Just in general trying to simplify and strengthen gameplay to be appealing.


[size=14][b]My thoughts:[/b][/size]
IMO mid looks like complete shite right now.
Dissecting how it will play out in my head is nearly impossible due to how spaced out the high ground is. I feel mid fights can only last as long as soldiers delay their bomb. I foresee horizontal bombs approaching any combo low and fast to be too devastating (These happen to be everywhere on this mid). Ultimately the next version will likely overhaul mid, problem is I'm not sure what change, in particular, will solve all my problems. Each time I attempt to adjust the cock and ball towers it just opens craphole sightlines out of 2nd. Any input on mid currently can help out a lot.

Thanks for the feedback guys! Tried to be quick to update, however, some stuff came up. Hope I nailed the changes / am working in the right direction. :)

Images:
[spoiler]
[img]https://tf2maps.net/attachments/20220324205436_1-jpg.170846/[/img]
[img]https://tf2maps.net/attachments/20220324205508_1-jpg.170847/[/img]
[img]https://tf2maps.net/attachments/20220324205615_1-jpg.170848/[/img]
[img]https://tf2maps.net/attachments/20220324205911_1-jpg.170854/[/img]
[img]https://tf2maps.net/attachments/20220324205643_1-jpg.170849/[/img]
[img]https://tf2maps.net/attachments/20220324205736_1-jpg.170851/[/img]
[/spoiler]

[size=16][b]Download:[/b][/size] [url=https://tf2maps.net/downloads/cp_sultry.11328/version/34774/download]b5[/url]
[Note: Not updating workshop]
20
#20
0 Frags +

Yeah the idea was to reduce visibility from the high ground. Reducing complexity didn't actually matter, even though that's what #16/17 said, but you could have accomplished both.

Yeah the idea was to reduce visibility from the high ground. Reducing complexity didn't actually matter, even though that's what #16/17 said, but you could have accomplished both.
21
#21
1 Frags +

I like the changes u've made atm.
I can see what u mean about mid. For me the worst part of the mid is the actual centre of it. I like the entrances.
IMO the really tall fence/ledge on last is too close to the entrances. Its just ultra high ground next to the 2 lowest doors. You can just move it back a bit probably.

I like the changes u've made atm.
I can see what u mean about mid. For me the worst part of the mid is the actual centre of it. I like the entrances.
IMO the really tall fence/ledge on last is too close to the entrances. Its just ultra high ground next to the 2 lowest doors. You can just move it back a bit probably.
22
#22
0 Frags +

B5a
Small tweaks and such.

Changes:
Adjusted awkward rooftop collisions that made soldier bombs annoying to execute
Added more clipping on last to block oddly powerful sniper sightlines
Patched "texture bugs" on blue 2nd (Odd hiding spots for soldier)
Improved movement around the map, streamlined some areas slightly
Removed unimportant console errors relating to Vphysics on props when loading the map
Fixed area portal on red "frog box" showing the void when far away
Added bullet block to pipes on mid
Cleaned up exit patio leaving "frog box"
Adjusted all pillars across the map to have consistent collision boxes:
Reverted high ground cover piece on last to b4's cover (Small adjustment, don't worry about it.)

Download: b5a
[Note: Updated workshop]
I think sultry is in a good position right now, its time for me to move on to other projects. I'll come back if anything happens with this map, however that seems quite unlikely.

[size=16][b]B5a[/b][/size]
Small tweaks and such.

[size=14][b]Changes:[/b][/size]
Adjusted awkward rooftop collisions that made soldier bombs annoying to execute
Added more clipping on last to block oddly powerful sniper sightlines
Patched "texture bugs" on blue 2nd (Odd hiding spots for soldier)
Improved movement around the map, streamlined some areas slightly
Removed unimportant console errors relating to Vphysics on props when loading the map
Fixed area portal on red "frog box" showing the void when far away
Added bullet block to pipes on mid
Cleaned up exit patio leaving "frog box"
Adjusted all pillars across the map to have consistent collision boxes:
Reverted high ground cover piece on last to b4's cover (Small adjustment, don't worry about it.)


[size=16][b]Download:[/b][/size] [url=https://tf2maps.net/downloads/cp_sultry.11328/version/35616/download]b5a[/url]
[Note: Updated workshop]
[size=10]I think sultry is in a good position right now, its time for me to move on to other projects. I'll come back if anything happens with this map, however that seems quite unlikely.[/size]
23
#23
1 Frags +

B7
Hey!

Notes on mid:
• Reduced scale of mid
One of the primary concerns on mid was that the distance for combat was too far. This resulted in bombs being very hard to follow up on for scouts - to help combat this the mid has been scaled down by about 7%. This reduced distance (from red 'boiler/secret' to blue 'boiler/secret') will hopefully manifest encouraging faster mids.

• Removed clutter from mid
• Adjusted 'frog/glass' area entering into mid
• Widened bridge crossing mid
When rescaling mid, space had to be taken from somewhere, so it was decided to rework the entrance of 'frog/glass' from mid. It should now be a bit harder to hold mid as a defender. (harder to watch all doors from a single spot / short rotation).

Notes on last:
• Reduced scale on last
• Adjusted high ground on last
• Ground on the left is now high ground (defender pov)
• Wood patio extends closer to spawn and further from the 'valley/alley' attacker door (defender pov)
• Crate added to assist scouts out of the right spawn (defender pov), hopefully allowing a scout to retake some high ground
Last often felt anti-climatic: the potential for recovering from disadvantage as a defender was gimped by the difficult-to-exit exposed spawns. To help a bit with retaking control of your own last, the spawns were shifted in addition to other general changes to last. The high grounds on alternative sides of the point now serve as a side to push up. Whereas the middle being more "pit-like" offers a risk-reward - forcing attacking teams to make a decision to rush the point or hold a side for better post-uber control. Props have been edited to assist defenders (Crate to allow a non-winger scout to access the prop between defenders spawn & point)

• Removed crate near point, pulled spawn 64 units closer to point (One body width)
• Tried to minimize hiding spots on lasts capture zone
• Crushed lower door into last by 32 units horizontally
• Crushed top left door into last by 32 units (defender pov): This door was crushed to allow squeaking by a sniper sightline that has been reopened from spawn.
The point was made more exposed to help defenders, and doorways were adjusted to accommodate for the strengths of the areas immediately after the door. In general, pushing out of lower was too powerful for how deeply it infiltrated, with the ground around it changed hopefully there will be more variety in push directions (each route better exemplifies their different purposes).

Notes on 2nd:
• Removed more awkward clips and bevels
• Smoothed areas around 'boiler' leading into 2nd
• Raised planter on 2nd so scout leaving lobby can't directly access this without utilizing winger (Questionable?)

Some clips were adjusted to be less awkward, mainly around 2nd and last. The planter attached with the 'batts' was increased in height, this area was always more intended to be soldier ground, but the height allowed scouts to use it in combat. With the increased height hopefully, it is now better/more easily utilized by soldiers.

Closing statements:
I'm currently considering "crushing" valley/alley and later 2nd by a similar margin similar to mid (~10%). I received a lot of feedback on the scale, and I'm happy to shrink things down.
In this latest version (b7): I think the changes to last are significant enough and large enough that I can't fully comprehend how the game would play. Sorry if anything fucked up in advance. :^)

Overall I strongly believe that the adjustments made are positive. As always, I'm open to feedback and I appreciate those willing to take the time to convince/explain changes to me.
-Flip & Pig

Images:

Show Content

Download: b7
[Note: Didn't update workshop]

[size=16][b]B7[/b][/size]
Hey!

[size=14][b]Notes on mid:[/b][/size]
• Reduced scale of mid
One of the primary concerns on mid was that the distance for combat was too far. This resulted in bombs being very hard to follow up on for scouts - to help combat this the mid has been scaled down by about 7%. This reduced distance (from red 'boiler/secret' to blue 'boiler/secret') will hopefully manifest encouraging faster mids.

• Removed clutter from mid
• Adjusted 'frog/glass' area entering into mid
• Widened bridge crossing mid
When rescaling mid, space had to be taken from somewhere, so it was decided to rework the entrance of 'frog/glass' from mid. It should now be a bit harder to hold mid as a defender. (harder to watch all doors from a single spot / short rotation).

[size=14][b]Notes on last:[/b][/size]
• Reduced scale on last
• Adjusted high ground on last
• Ground on the left is now high ground (defender pov)
• Wood patio extends closer to spawn and further from the 'valley/alley' attacker door (defender pov)
• Crate added to assist scouts out of the right spawn (defender pov), hopefully allowing a scout to retake some high ground
Last often felt anti-climatic: the potential for recovering from disadvantage as a defender was gimped by the difficult-to-exit exposed spawns. To help a bit with retaking control of your own last, the spawns were shifted in addition to other general changes to last. The high grounds on alternative sides of the point now serve as a side to push up. Whereas the middle being more "pit-like" offers a risk-reward - forcing attacking teams to make a decision to rush the point or hold a side for better post-uber control. Props have been edited to assist defenders (Crate to allow a non-winger scout to access the prop between defenders spawn & point)

• Removed crate near point, pulled spawn 64 units closer to point (One body width)
• Tried to minimize hiding spots on lasts capture zone
• Crushed lower door into last by 32 units horizontally
• Crushed top left door into last by 32 units (defender pov): This door was crushed to allow squeaking by a sniper sightline that has been reopened from spawn.
The point was made more exposed to help defenders, and doorways were adjusted to accommodate for the strengths of the areas immediately after the door. In general, pushing out of lower was too powerful for how deeply it infiltrated, with the ground around it changed hopefully there will be more variety in push directions (each route better exemplifies their different purposes).

[size=14][b]Notes on 2nd:[/b][/size]
• Removed more awkward clips and bevels
• Smoothed areas around 'boiler' leading into 2nd
• Raised planter on 2nd so scout leaving lobby can't directly access this without utilizing winger (Questionable?)

Some clips were adjusted to be less awkward, mainly around 2nd and last. The planter attached with the 'batts' was increased in height, this area was always more intended to be soldier ground, but the height allowed scouts to use it in combat. With the increased height hopefully, it is now better/more easily utilized by soldiers.

[size=14][b]Closing statements:[/b][/size]
I'm currently considering "crushing" valley/alley and later 2nd by a similar margin similar to mid (~10%). I received a lot of feedback on the scale, and I'm happy to shrink things down.
In this latest version (b7): I think the changes to last are significant enough and large enough that I can't fully comprehend how the game would play. [size=10]Sorry if anything fucked up in advance. :^)[/size]

Overall I strongly believe that the adjustments made are positive. As always, I'm open to feedback and I appreciate those willing to take the time to convince/explain changes to me.
-Flip & Pig


[b][u]Images:[/u][/b]
[spoiler]
[img]https://tf2maps.net/attachments/20221101143211_1-jpg.191037/[/img]
[img]https://tf2maps.net/attachments/20221101143246_1-jpg.191039/[/img]
[img]https://tf2maps.net/attachments/20221101143312_1-jpg.191040/[/img]
[img]https://tf2maps.net/attachments/20221101143312_1-jpg.191041/[/img]
[img]https://tf2maps.net/attachments/20221101143312_1-jpg.191042/[/img]
[img]https://tf2maps.net/attachments/20221101143312_1-jpg.191043/[/img]
[/spoiler]


[size=16][b]Download:[/b][/size] [url=https://tf2maps.net/downloads/cp_sultry.11328/version/39709/download]b7[/url]
[Note: Didn't update workshop]
24
#24
8 Frags +

the spawn times for teams defending last are atrocious

the spawn times for teams defending last are atrocious
25
#25
3 Frags +
justjazzthe spawn times for teams defending last are atrocious

this (he means the defenders spawn too fast) + some other feedback from this week:
-sniper sightline from both forward spawns, but especially 2nd, is too strong
-there aren't enough ammo packs, or not spread out enough or something
-sniper sightline from defender's right spawn on last is too strong

[quote=justjazz]the spawn times for teams defending last are atrocious[/quote]

this (he means the defenders spawn too fast) + some other feedback from this week:
-sniper sightline from both forward spawns, but especially 2nd, is too strong
-there aren't enough ammo packs, or not spread out enough or something
-sniper sightline from defender's right spawn on last is too strong
26
#26
1 Frags +

the midfight plays much better on the current version than the one we used on the last weekend cup though, so props for that

the midfight plays much better on the current version than the one we used on the last weekend cup though, so props for that
27
#27
5 Frags +

Thanks for the feedback - I really appreciate anyone willing to take the time to hunt down a map page either on TFTV or tf2maps to leave feedback. That said, I'd like to discuss the feedback a bit and get some insight from the thoughts shared

lootjustjazzthe spawn times for teams defending last are atrocious...the defenders spawn too fast...

For reference and comparison, here is an image depicting the respawn times for several sixs maps: https://i.imgur.com/OV4oeee.png

Of note, most traditional maps (Process, Snakewater, Sunshine) have a 2 respawnwavetime (~4 seconds) in favor of the DEFENDERS.

Sultry has a 1respawnwavetime (~2 seconds) in favor of the ATTACKERS. As far as I know it is the ONLY map to do as much, and this change was primarily motivated by feedback expressing that the defender spawn time on last was too long, then subsequently that the attacker spawn time after failing a last push was too long. Unless there is a mistake, I think Sultry already has the longest defender respawn time of any 6s map.

While I won't shut the door on adding another 2 seconds onto the defenders spawn times, I think this might be a "treating the symptom, not the underlying problem" kind of deal. WHY do players feel this extra defender respawn time is necessary?

  • Q: is there too much distance to cross from the doorways?
    Well, as far as I can tell the scale is not any different from snakewater as an "outdoor" point, I also like this analogy as - like I was taught on snakewater - you rarely want to end an uber in the pit, instead wanting to cross over and commit to a side if an immediately victory isn't an option.
  • Q: is it too difficult to lock out the spawns?
    I certainly think its feasible to lock out spawns or at least a side. It was actually a big concern brought up in invite feedback that it would be TOO easy to lock out spawns given the shed on the left (attacker pov) provides easy high ground while the right has a sunshine like balcony to sticky the shutter & point from high ground.
  • Q: The point itself is too hard to cap, leading to extended fights?
    Process has a similarly positioned and exposed point and an arguably stronger rotation,

Ultimately the crux of this issue seems to be that it's too difficult to push last, some element causes fights to extend longer than attackers would like.
---
I am VERY tempted to put this on inexperience - namely that it is relatively intuitive for experienced 6s players to hold (Heavy rotating away from uber, sentry here, combo taking space opposite side uber comes from etc), offclasses and techniques to hold are generally interchangeable for most maps, but ATTACKING strategies need to be re-invented based off... basically the above factors.

I personally believe this - in the event both teams are familiar with the gamemode (6s) but not the map - SERIOUS play will always favor the defenders - as the complexities in timing and creating an effective sac / push are much greater than defending / receiving one.

I hope the above gives some insight into what I'm thinking and some of the hesitation I'm having in taking the given feedback at face value. While I think the impressions are genuine and valid, I have the suspicion that as teams get more organized / comfortable with pushing last impressions may swing the other way.

As a last note, here is also the spread (similar to above) for how long the last point itself takes to cap:
https://i.imgur.com/rdHQppg.png

Thanks again for the feedback, please feel free to share additional thoughts or follow up comments and I'll do my best to give them a suitable reply.

Thanks for the feedback - I really appreciate anyone willing to take the time to hunt down a map page either on TFTV or tf2maps to leave feedback. That said, I'd like to discuss the feedback a bit and get some insight from the thoughts shared
[quote=loot][quote=justjazz]the spawn times for teams defending last are atrocious[/quote]
...the defenders spawn too fast...[/quote]

For reference and comparison, here is an image depicting the respawn times for several sixs maps: https://i.imgur.com/OV4oeee.png

Of note, most traditional maps (Process, Snakewater, Sunshine) have a 2 respawnwavetime (~4 seconds) in favor of the DEFENDERS.

Sultry has a 1respawnwavetime (~2 seconds) in favor of the ATTACKERS. As far as I know it is the ONLY map to do as much, and this change was primarily motivated by feedback expressing that the defender spawn time on last was too long, then subsequently that the attacker spawn time after failing a last push was too long. Unless there is a mistake, I think Sultry already has the longest defender respawn time of any 6s map.

While I won't shut the door on adding another 2 seconds onto the defenders spawn times, I think this might be a "treating the symptom, not the underlying problem" kind of deal. [u][b]WHY do players feel this extra defender respawn time is necessary?[/b][/u]
[list]
[*] Q: is there too much distance to cross from the doorways?
Well, as far as I can tell the scale is not any different from snakewater as an "outdoor" point, I also like this analogy as - like I was taught on snakewater - you rarely want to end an uber in the pit, instead wanting to cross over and commit to a side if an immediately victory isn't an option.
[*] Q: is it too difficult to lock out the spawns?
I certainly think its feasible to lock out spawns or at least a side. It was actually a big concern brought up in invite feedback that it would be TOO easy to lock out spawns given the shed on the left (attacker pov) provides easy high ground while the right has a sunshine like balcony to sticky the shutter & point from high ground.
[*] Q: The point itself is too hard to cap, leading to extended fights?
Process has a similarly positioned and exposed point and an arguably stronger rotation,
[/list]

Ultimately the crux of this issue seems to be that it's too difficult to push last, some element causes fights to extend longer than attackers would like.
---
I am VERY tempted to put this on inexperience - namely that it is relatively intuitive for experienced 6s players to hold (Heavy rotating away from uber, sentry here, combo taking space opposite side uber comes from etc), offclasses and techniques to hold are generally interchangeable for most maps, but ATTACKING strategies need to be re-invented based off... basically the above factors.

I personally believe this - in the event both teams are familiar with the gamemode (6s) but not the map - [b][u]SERIOUS[/u][/b] play will always favor the defenders - as the complexities in timing and creating an effective sac / push are much greater than defending / receiving one.

I hope the above gives some insight into what I'm thinking and some of the hesitation I'm having in taking the given feedback at face value. While I think the impressions are genuine and valid, I have the suspicion that as teams get more organized / comfortable with pushing last impressions may swing the other way.

As a last note, here is also the spread (similar to above) for how long the last point itself takes to cap:
https://i.imgur.com/rdHQppg.png

Thanks again for the feedback, please feel free to share additional thoughts or follow up comments and I'll do my best to give them a suitable reply.
28
#28
1 Frags +

wow. chill out flip

loot-sniper sightline from the defender's right spawn on last is too strong

Sightline into alley or out of their spawn door? (does it harm people on last or people pushing into last)

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This is what I find problematic personally, super annoying to touch this person.

loot-there aren't enough ammo packs, or not spread out enough or something

Open to suggestions, what key areas do you find yourself needing ammo?

loot-sniper sightline from both forward spawns, but especially 2nd, is too strong

I feel the forward spawn on mid isn't too bad as there are ways to path around it / pressure it easily. The sightline mainly punishes players coming from cheese/boiler.

2nds forward spawn is.. tricky to design. I don't know how to solve snipers in this particular forward spawn without causing more problems to the core gameplay. Previously I thought of making it harder for snipers to resub-bind by adjusting the respawn room trigger; but it just feels awkward that only my map would do that, unlike the rest.

As for respawn times on last: I've noticed they suck as well, currently can't tell if the respawn times do not fit gameplay or gameplay does not fit respawn times. (Moving forward I'm considering what is more valuable to change and test.)

Expect changes for the lobby into the last, primarily adjusting how sightlines leading out of last work.

wow. chill out flip

[quote=loot]
-sniper sightline from the defender's right spawn on last is too strong[/quote]
Sightline into alley or out of their spawn door? (does it harm people on last or people pushing into last)

[spoiler]
[img]https://cdn.discordapp.com/attachments/175786454843129856/1083486321114361886/image.png[/img]
[/spoiler]
This is what I find problematic personally, super annoying to touch this person.
[quote=loot]
-there aren't enough ammo packs, or not spread out enough or something
[/quote]
Open to suggestions, what key areas do you find yourself needing ammo?


[quote=loot]
-sniper sightline from both forward spawns, but especially 2nd, is too strong
[/quote]
I feel the forward spawn on mid isn't too bad as there are ways to path around it / pressure it easily. The sightline mainly punishes players coming from cheese/boiler.

2nds forward spawn is.. tricky to design. I don't know how to solve snipers in this particular forward spawn without causing more problems to the core gameplay. Previously I thought of making it harder for snipers to resub-bind by adjusting the respawn room trigger; but it just feels awkward that only my map would do that, unlike the rest.

As for respawn times on last: I've noticed they suck as well, currently can't tell if the respawn times do not fit gameplay or gameplay does not fit respawn times. (Moving forward I'm considering what is more valuable to change and test.)

Expect changes for the lobby into the last, primarily adjusting how sightlines leading out of last work.
29
#29
1 Frags +
PigPigSightline into alley or out of their spawn door? (does it harm people on last or people pushing into last)

into alley

[quote=PigPig]
Sightline into alley or out of their spawn door? (does it harm people on last or people pushing into last)[/quote]
into alley
30
#30
-1 Frags +
FlipFTWI am VERY tempted to put this on inexperience -

only 1 match so far in my entire division has gone to 5 rounds, there's obviously a difference with the map compared to the rest of the pool. You could be right that it's more due to walking distances or spawn doors or something, but "invite players can push it fine" is not a useful argument. Also I'm not reading all that. Also you personally haven't even played even a single 6s match on this map.

[quote=FlipFTW]
I am VERY tempted to put this on inexperience -
[/quote]

only 1 match so far in my entire division has gone to 5 rounds, there's obviously a difference with the map compared to the rest of the pool. You could be right that it's more due to walking distances or spawn doors or something, but "invite players can push it fine" is not a useful argument. Also I'm not reading all that. Also you personally haven't even played even a single 6s match on this map.
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