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cp_soursob
1
#1
0 Frags +

Hi, some of you may recognise me as the creator of Mannbase, well I am working on a new map.

Cp_soursob is a 5cp 6s map set in an Australian metro area, under a highway, bordering a nature reserve. It features unique areas and interesting height differences to separate it from the rest. It has been described as "cool" and "better than your other maps" by my friends. I like reckoner, sultry, metalworks, gullywash and tf2 and I think it shows.
The map is ready and waiting to be pulled and prodded.

Latest version: cp_soursob_a14
TF2Maps+Screenshots
Rollouts
Callouts

What is a soursob?

https://i.imgur.com/ktyi6aS.jpeg

If anyone is into graffiti and wants their artwork displayed on the map, hit me up.

Hi, some of you may recognise me as the creator of [url=https://tf2maps.net/downloads/mannbase.8807/]Mannbase[/url], well I am working on a new map.

Cp_soursob is a 5cp 6s map set in an Australian metro area, under a highway, bordering a nature reserve. It features unique areas and interesting height differences to separate it from the rest. It has been described as "cool" and "better than your other maps" by my friends. I like reckoner, sultry, metalworks, gullywash and tf2 and I think it shows.
The map is ready and waiting to be pulled and prodded.

[b][url=https://tf2maps.net/downloads/soursob.20503/download]Latest version: cp_soursob_a14[/url]
[url=https://tf2maps.net/downloads/soursob.20503/]TF2Maps+Screenshots[/url]
[url=https://www.youtube.com/watch?v=NPd_Nav0O_I]Rollouts[/url]
[url=https://i.imgur.com/ruwtxOr.jpeg]Callouts[/url]

[url=https://weeds.org.au/profiles/soursob-bermuda-buttercup/]What is a soursob?[/url][/b]
[img]https://i.imgur.com/ktyi6aS.jpeg[/img]

[b]If anyone is into graffiti and wants their artwork displayed on the map, hit me up.[/b]
2
#2
2 Frags +

looks promising

looks promising
3
#3
tf2pickup.org
1 Frags +

Why do TF2 maps have so weird naming, how come there's no cp_chair or koth_egg

Btw, really nice map, looking forward to play a game on it

Why do TF2 maps have so weird naming, how come there's no cp_chair or koth_egg

Btw, really nice map, looking forward to play a game on it
4
#4
1 Frags +

Authorised by the Australian Government, Canberra.

Authorised by the Australian Government, Canberra.
5
#5
24 Frags +
malyWhy do TF2 maps have so weird naming, how come there's no cp_chair or koth_egg

Btw, really nice map, looking forward to play a game on it

brother there is literally koth_bagel

[quote=maly]Why do TF2 maps have so weird naming, how come there's no cp_chair or koth_egg

Btw, really nice map, looking forward to play a game on it[/quote]
brother there is literally koth_bagel
6
#6
2 Frags +

a9 - Gameplay/Refinement

Hi all, thanks to everyone that downloaded the map. (Nearly 50 downloads!)
I am currently looking for moderately skilled teams (don't have to be prem/invite) that would be happy to test the map. I'd like to avoid pug testing and focus on scrims for consistency sake. If the map looks interesting and you have friends that like to play video games, reach out!
The name Soursob was initially a placeholder, but it stuck. I also considered: Sourgrass, Avenue, Streamline, Underpass and Overpass (lol). I am still open to changing it and I'll take ideas.

Changes:
- Added a ledge to help players jump to the health pack on last.
- Removed large construction light prop from forwards.
- Spawns are closer to shutters to help stop beam disconnecting from demo on rollout.
- Moved ramp by choke forward to help players using it to slide on rollout.
- Lobby pack is now medium, as the previous update moved the pack on second further from lobby.
- Elbow mini pack is now moved to balcony. (mid)
- New window in spawn.
- Removed perch on second.
- Removed clipping on light-posts
- Blocked off OOB sight-line on last.
- Cleaned up clipping and geometry across the map.
- Cleaned up rough terrain.
- Removed some obnoxious detailing.
- Added some lovely detailing.
- Reworked lighting across the map.

I lost my notes as I just did a clean install of my os so I'm probably forgetting some things.

[b][url=https://tf2maps.net/downloads/soursob.20503/updates#resource-update-61039]a9 - Gameplay/Refinement[/url][/b]

Hi all, thanks to everyone that downloaded the map. (Nearly 50 downloads!)
I am currently looking for moderately skilled teams (don't have to be prem/invite) that would be happy to test the map. I'd like to avoid pug testing and focus on scrims for consistency sake. If the map looks interesting and you have friends that like to play video games, reach out!
The name Soursob was initially a placeholder, but it stuck. I also considered: Sourgrass, Avenue, Streamline, Underpass and Overpass (lol). I am still open to changing it and I'll take ideas.

[b]Changes:[/b]
- Added a ledge to help players jump to the health pack on last.
- Removed large construction light prop from forwards.
- Spawns are closer to shutters to help stop beam disconnecting from demo on rollout.
- Moved ramp by choke forward to help players using it to slide on rollout.
- Lobby pack is now medium, as the previous update moved the pack on second further from lobby.
- Elbow mini pack is now moved to balcony. (mid)
- New window in spawn.
- Removed perch on second.
- Removed clipping on light-posts
- Blocked off OOB sight-line on last.
- Cleaned up clipping and geometry across the map.
- Cleaned up rough terrain.
- Removed some obnoxious detailing.
- Added some lovely detailing.
- Reworked lighting across the map.

I lost my notes as I just did a clean install of my os so I'm probably forgetting some things.
7
#7
1 Frags +

map looks sick but damn it is giant 0_0

map looks sick but damn it is giant 0_0
8
#8
3 Frags +
flatulencemap looks sick but damn it is giant 0_0

Thanks for the feedback. You are not the only person that has said this.
Are there any areas specifically that feel too big? Are the doorways too tall? Are the ceilings too tall? Does it take too long to get to places? Do you feel like fights happen at too long a range? Rollout too long? Distance from last to mid?

I want to address this but I need a bit more information.
For the sake of the discussion, this is a size comparison between Reckoner, Granary and Soursob in hammer (with most OOB areas removed). The pocket rollout is roughly the same as Granary's
You are right that its quite large, but I am trying to decide whether the size is causing gameplay issues or whether it simply feels large.

https://i.imgur.com/jRFMnLo.png

[quote=flatulence]map looks sick but damn it is giant 0_0[/quote]

Thanks for the feedback. You are not the only person that has said this.
Are there any areas specifically that feel too big? Are the doorways too tall? Are the ceilings too tall? Does it take too long to get to places? Do you feel like fights happen at too long a range? Rollout too long? Distance from last to mid?

I want to address this but I need a bit more information.
For the sake of the discussion, this is a size comparison between Reckoner, Granary and Soursob in hammer (with most OOB areas removed). The pocket rollout is roughly the same as Granary's
You are right that its quite large, but I am trying to decide whether the size is causing gameplay issues or whether it simply feels large.

[img]https://i.imgur.com/jRFMnLo.png[/img]
9
#9
3 Frags +

a10 - Major changes
Cheers everyone for the feedback.
This update sees major changes to last, mid and some other bits.
If anyone is into graffiti and wants their artwork displayed on the map, hit me up.

Changes
- Reworked choke/mid lobby.
- Secret on last has been shortened.
- New hallway on last.
- Moved catwalk on last forward.
- New perch on second.
- Moved lobby pack to assist pushing out of last.
- Lowered walls on last to give scouts more highground.
- Added cover on second+last to nerf sightlines.
- Under mid now has two small health packs and one med ammo pack.
- Moved ramp on mid to allow for slightly faster flanks.
- Made ramp on last flush.
- Heightened shed on second.
- Some ramps have a gentler angle.
- Opened up roof above balcony on second.
- Cleaned up some details.
- Texturing/Detailing (still mostly dev textures)

Did a quick edit of some rollouts. They aren't the best but give you an idea of what a better jumper might be able to do.

[b][url=https://tf2maps.net/downloads/soursob.20503/updates#resource-update-61136]a10 - Major changes[/url][/b]
Cheers everyone for the feedback.
This update sees major changes to last, mid and some other bits.
If anyone is into graffiti and wants their artwork displayed on the map, hit me up.

[b]Changes[/b]
- Reworked choke/mid lobby.
- Secret on last has been shortened.
- New hallway on last.
- Moved catwalk on last forward.
- New perch on second.
- Moved lobby pack to assist pushing out of last.
- Lowered walls on last to give scouts more highground.
- Added cover on second+last to nerf sightlines.
- Under mid now has two small health packs and one med ammo pack.
- Moved ramp on mid to allow for slightly faster flanks.
- Made ramp on last flush.
- Heightened shed on second.
- Some ramps have a gentler angle.
- Opened up roof above balcony on second.
- Cleaned up some details.
- Texturing/Detailing (still mostly dev textures)

Did a quick edit of some [url=https://www.youtube.com/watch?v=NPd_Nav0O_I]rollouts[/url]. They aren't the best but give you an idea of what a better jumper might be able to do.
10
#10
1 Frags +

a11 - Valley rework + Small bits
I was aware valley felt awkward but I couldn't figure out where I wanted to go with it till now.

Changes
- Valley has been reworked. It is now shorter and curvier with new geometry and detailing.
- Small changes to gameplay on last.
- Minor texturing and clipping edits.

Still looking for playtesters/artists.

[b][url=https://tf2maps.net/downloads/soursob.20503/updates#resource-update-61220]a11 - Valley rework + Small bits[/url][/b]
I was aware valley felt awkward but I couldn't figure out where I wanted to go with it till now.

[b]Changes[/b]
- Valley has been reworked. It is now shorter and curvier with new geometry and detailing.
- Small changes to gameplay on last.
- Minor texturing and clipping edits.

Still looking for playtesters/artists.
11
#11
2 Frags +

Map looks cool. My main complaint in each iteration I've seen is scale. Just feels like u take fall damage from everywhere.

Map looks cool. My main complaint in each iteration I've seen is scale. Just feels like u take fall damage from everywhere.
12
#12
1 Frags +
flickMap looks cool. My main complaint in each iteration I've seen is scale. Just feels like u take fall damage from everywhere.

Yeah you're right, thanks for pointing that out, it had actually not crossed my mind. Will fix this.

[quote=flick]Map looks cool. My main complaint in each iteration I've seen is scale. Just feels like u take fall damage from everywhere.[/quote]

Yeah you're right, thanks for pointing that out, it had actually not crossed my mind. Will fix this.
13
#13
4 Frags +

A12 - Major balance changes.

These are big changes and I think the map feels much better.
I'm trying to fix scale related gameplay issues while still keeping the dramatic visual scale of the map.
Any pug hosts want to run pugs on this?

Changes

- Height variances across the map have been revamped. (Fall damage addressed)
- Nerfed bombs into valley from mid by adding some geometry above.
- Map has been fully™ textured.
- New ammo pack on mid.
- Swapped prop on mid for The Rust-Bucket.
- Detailing.
- Clipping.

[b][url=https://tf2maps.net/downloads/soursob.20503/updates#resource-update-61246]A12 - Major balance changes.[/url][/b]

These are big changes and I think the map feels much better.
I'm trying to fix scale related gameplay issues while still keeping the dramatic visual scale of the map.
Any pug hosts want to run pugs on this?
[b]
Changes[/b]
- Height variances across the map have been revamped. (Fall damage addressed)
- Nerfed bombs into valley from mid by adding some geometry above.
- Map has been fully™ textured.
- New ammo pack on mid.
- Swapped prop on mid for The Rust-Bucket.
- Detailing.
- Clipping.
14
#14
1 Frags +

A13 - Refinement

Thanks for all the feedback and playtests on A12. People seemed to really enjoy it! A13 brings more changes to scaling across the map but also many balance changes. I've set up a pug server, reach out if you're in aus and wish to play the map.

Gameplay
- Increased capture size of mid.
- Added a window to spawn, elbow and tunnel.
- Adjusted height of ceilings across the map.
- Moved valley pack.
- Filled in space in main/choke.
- Added ramp to last control point.
- Moved sneaky health/ammo toward shutter.
- Railings on mid now have player collision (I thought this would be obstructive but players were jumping over them anyways so w/e, this may offer new movement options)
- All (?) doorways have been thinned, lowered, given a frame or fiddled with.
- Reworked pit to be smaller and smoother.
- Thinned walls in various places

Detailing
- Revamped bridge
- Grass is green, dirt is grey

[b][url=https://tf2maps.net/downloads/soursob.20503/updates#resource-update-61764]A13 - Refinement[/url][/b][u][/u]

Thanks for all the feedback and playtests on A12. People seemed to really enjoy it! A13 brings more changes to scaling across the map but also many balance changes. I've set up a pug server, reach out if you're in aus and wish to play the map.

[b]Gameplay[/b]
- Increased capture size of mid.
- Added a window to spawn, elbow and tunnel.
- Adjusted height of ceilings across the map.
- Moved valley pack.
- Filled in space in main/choke.
- Added ramp to last control point.
- Moved sneaky health/ammo toward shutter.
- Railings on mid now have player collision (I thought this would be obstructive but players were jumping over them anyways so w/e, this may offer new movement options)
- All (?) doorways have been thinned, lowered, given a frame or fiddled with.
- Reworked pit to be smaller and smoother.
- Thinned walls in various places

[b]Detailing[/b]
- Revamped bridge
- Grass is green, dirt is grey
15
#15
1 Frags +

A14 - Pit rework + things

This update hopes to improve the gameplay experience for the combo holding cement from either side.

Changes

- Removed crate next to shutter to incentivize attackers
- Moved second forwards to under balc, added a prop to allow climbing up to point to accommodate.
- Reworked pit. Forward holding it now much easier. No longer a dead area.
- Recessed first forwards to nerf sniper sightline into valley.
- Adjusted beams above valley and improved their clipping.
- Adjusted main exit from lobby to second.
- Adjusted sightline from bin to main.
- Opened up brush work around balcony to improve vision toward elbow.
- Adjusted sightline from elbow to valley.
- Added platform to shack on second.
- Collisions on red car fixed.
- Random detailing and texture changes. Nothing concrete, just experimenting with style before I begin the artpass.

[b][url=https://tf2maps.net/downloads/soursob.20503/updates#resource-update-61830]A14 - Pit rework + things[/url][/b][u][/u]

This update hopes to improve the gameplay experience for the combo holding cement from either side.
[b]
Changes[/b]

- Removed crate next to shutter to incentivize attackers
- Moved second forwards to under balc, added a prop to allow climbing up to point to accommodate.
- Reworked pit. Forward holding it now much easier. No longer a dead area.
- Recessed first forwards to nerf sniper sightline into valley.
- Adjusted beams above valley and improved their clipping.
- Adjusted main exit from lobby to second.
- Adjusted sightline from bin to main.
- Opened up brush work around balcony to improve vision toward elbow.
- Adjusted sightline from elbow to valley.
- Added platform to shack on second.
- Collisions on red car fixed.
- Random detailing and texture changes. Nothing concrete, just experimenting with style before I begin the artpass.
16
#16
2 Frags +

add a homeless encampment under the overpass

add a homeless encampment under the overpass
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