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cp_derecho (5CP)
1
#1
cp_sunshine, cp_cardinal
33 Frags +

DOWNLOAD B4: https://dl.dropboxusercontent.com/u/84556731/72hr/cp_derecho_b4.bsp.bz2

During the previous weekend, the TF2Maps.net 72 Hour Mapping Contest ran. I went and made a 72 hour 5CP map alongside many others, and I thought I'd come here and see any feedback that you guys might give.

The map is called cp_derecho, based off of the (pending) theme of a storm front, and a type of wind storm called a "derecho" (hence the name).

I designed the map with strong hold areas, strong flanks, and an emphasis on height variation and open arenas. It also has a spire on second. Additionally, the shortest walk to mid is very quick and simple to do, but becomes a less useful route to use once the initial rollouts are passed (therefore balancing out the quick routes and making the other options more viable).

scout - 9:43 (17 seconds to mid, counting initial 5 stationary seconds of the map)
pyro/engi/sniper/spy - 9:40 (20 secs)
heavy - 9:36 (24 secs)
medic - 9:42 (18 secs)

I haven't tested enough to see what the best rollouts are in the map, but there are some really cool jumps for soldiers on the map, due to all the height variation.

Some SCREENSHOTS:

https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00001.jpg

https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00002.jpg

https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00003.jpg

https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00005.jpg

https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-20_00004.jpg

https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00010.jpg

This map was made in 72 (nearly) sleepless hours.
I don't proclaim it to be good, but it was tested quite a few times in that span and I just wanted to post it here in case it turned out to be something good. The detailing is hasty and rushed (due to the timelimit) so there will be some problems. Feel free to give any feedback, and cheers to a new project alongside my other ones!

DOWNLOAD B4: https://dl.dropboxusercontent.com/u/84556731/72hr/cp_derecho_b4.bsp.bz2

During the previous weekend, the TF2Maps.net 72 Hour Mapping Contest ran. I went and made a 72 hour 5CP map alongside many others, and I thought I'd come here and see any feedback that you guys might give.

The map is called cp_derecho, based off of the (pending) theme of a storm front, and a type of wind storm called a "derecho" (hence the name).

I designed the map with strong hold areas, strong flanks, and an emphasis on height variation and open arenas. It also has a spire on second. Additionally, the shortest walk to mid is very quick and simple to do, but becomes a less useful route to use once the initial rollouts are passed (therefore balancing out the quick routes and making the other options more viable).

scout - 9:43 (17 seconds to mid, counting initial 5 stationary seconds of the map)
pyro/engi/sniper/spy - 9:40 (20 secs)
heavy - 9:36 (24 secs)
medic - 9:42 (18 secs)

I haven't tested enough to see what the best rollouts are in the map, but there are some really cool jumps for soldiers on the map, due to all the height variation.

Some SCREENSHOTS:
[img]https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00001.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00002.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00003.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00005.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-20_00004.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/72hr/2013-07-22_00010.jpg[/img]

This map was made in 72 (nearly) sleepless hours.
I don't proclaim it to be good, but it was tested quite a few times in that span and I just wanted to post it here in case it turned out to be something good. The detailing is hasty and rushed (due to the timelimit) so there will be some problems. Feel free to give any feedback, and cheers to a new project alongside my other ones!
2
#2
4 Frags +

Awesome as always phi. Your spire looks a little funky though.

Awesome as always phi. Your spire looks a little funky though.
3
#3
3 Frags +

gullywash 2.0

gullywash 2.0
4
#4
8 Frags +

looks like a mix of snake and gully. looks neat, ill give it a try

looks like a mix of snake and gully. looks neat, ill give it a try
5
#5
1 Frags +

Looks really good! Last looks pretty awesome as well.

Looks really good! Last looks pretty awesome as well.
6
#6
2 Frags +

Getting a ton of the invalid texture things (purple/black checkerboard)

Getting a ton of the invalid texture things (purple/black checkerboard)
7
#7
3 Frags +

http://www.youtube.com/watch?v=3skFvpfIhiQ

don't know what's up with sound, apparently OBS decided not to capture it. There's probably something faster since scouts get there ~same time, but I'm also not the best demo jumper and screwed it up a bit.

[youtube]http://www.youtube.com/watch?v=3skFvpfIhiQ[/youtube]

don't know what's up with sound, apparently OBS decided not to capture it. There's probably something faster since scouts get there ~same time, but I'm also not the best demo jumper and screwed it up a bit.
8
#8
6 Frags +

THis is a really good looking map. Can't wait to start playing it with my in house pugs. Somehow gives me the feel and reminds me of some of the first 3D Mario levels on the Nintendo.

THis is a really good looking map. Can't wait to start playing it with my in house pugs. Somehow gives me the feel and reminds me of some of the first 3D Mario levels on the Nintendo.
9
#9
1 Frags +

this map looks pretty awesome

it'll be interesting to play a map that has a last that looks really easy to push

this map looks pretty awesome

it'll be interesting to play a map that has a last that looks really easy to push
10
#10
13 Frags +

got two different rollouts
this one http://www.youtube.com/watch?v=0IGWXAUZfE4 - faster by 3 seconds
and this one http://www.youtube.com/watch?v=s3FO4IDdCt8 - the slower one that provides like 10 more hp

got two different rollouts
this one http://www.youtube.com/watch?v=0IGWXAUZfE4 - faster by 3 seconds
and this one http://www.youtube.com/watch?v=s3FO4IDdCt8 - the slower one that provides like 10 more hp
11
#11
3 Frags +

played pretty well during the tf2maps tests, interested to see what it would be like in 6v6

played pretty well during the tf2maps tests, interested to see what it would be like in 6v6
12
#12
cp_sunshine, cp_cardinal
2 Frags +
BenroadsGetting a ton of the invalid texture things (purple/black checkerboard)

WHOOPS.
Forgot to pack textures in this version of the map. I'll have a b1a out in the next 4 hours or so. Sorry about that, the checkerboards are pretty bad and probably screw the map up for you guys. I'll have it fixed, don't worry.

[quote=Benroads]Getting a ton of the invalid texture things (purple/black checkerboard)[/quote]
WHOOPS.
Forgot to pack textures in this version of the map. I'll have a b1a out in the next 4 hours or so. Sorry about that, the checkerboards are pretty bad and probably screw the map up for you guys. I'll have it fixed, don't worry.
13
#13
5 Frags +

Soldier rollout video

http://www.youtube.com/watch?v=jBAu0WHPoy0

Will probably try out other rollouts when I have more free time. Map looks fantastic overall though

Soldier rollout video

[youtube]http://www.youtube.com/watch?v=jBAu0WHPoy0[/youtube]

Will probably try out other rollouts when I have more free time. Map looks fantastic overall though
14
#14
2 Frags +

looks cool

looks cool
15
#15
1 Frags +

Nice work dude, gonna try it out

Nice work dude, gonna try it out
16
#16
6 Frags +

Another thing; is the camera when you open the map supposed to spin like that? It's a little disorienting. I get that it goes with the theme and all but it may make people a bit motion-sick.

Another thing; is the camera when you open the map supposed to spin like that? It's a little disorienting. I get that it goes with the theme and all but it may make people a bit motion-sick.
17
#17
2 Frags +

Stupid as i am, i get stuck within 15 seconds. Was just jumping around as scout and there was no way of getting out of there ( its next to the second point)

But the map looks great, really interesting design choices. Second looks really cool and mid looks like a lot of fun aswell, great map ( especially with the 72h time limit)

http://www.imagebanana.com/code/sk35w0c5/stuck.jpg

Stupid as i am, i get stuck within 15 seconds. Was just jumping around as scout and there was no way of getting out of there ( its next to the second point)

But the map looks great, really interesting design choices. Second looks really cool and mid looks like a lot of fun aswell, great map ( especially with the 72h time limit)

http://www.imagebanana.com/code/sk35w0c5/stuck.jpg
18
#18
0 Frags +

Demo has a great variety of choices when trying to go to mid, thanks Phi :)

Demo has a great variety of choices when trying to go to mid, thanks Phi :)
19
#19
0 Frags +
NoonaTHis is a really good looking map. Can't wait to start playing it with my in house pugs. Somehow gives me the feel and reminds me of some of the first 3D Mario levels on the Nintendo.

Can you give me the info for these? I'd really like to play some of these maps

[quote=Noona]THis is a really good looking map. Can't wait to start playing it with my in house pugs. Somehow gives me the feel and reminds me of some of the first 3D Mario levels on the Nintendo.[/quote]

Can you give me the info for these? I'd really like to play some of these maps
20
#20
7 Frags +

Howdy, after having run around on the map for about half an hour, I'm going to list a few things that immediately struck me as confusing or just unnecessary, whether you chose to change these thing is up to you as i don't want to ruin your artistic vision. I would just like to get my 2 cents out there.

http://i.imgur.com/esV2Hqrh.jpg

This area was extremely confusing the first time i went through it. The main reason i was able to find for this was that the first lower left door goes to the same place that the right ramp is trying to take you to, and just proceeding forward and going left for about 2 seconds takes you to the same place as well. Removing some of the right geometry might help make it less disorienting and also solidify the idea that this is the "flank" since its a little more removed from the main area.

http://i.imgur.com/acvr4Z2h.jpg

This is more of an aesthetic thing than anything but maybe make the point on the top since it easier to tell what team has control of the point from any angle (inb4 just check the HUD).

http://i.imgur.com/3WU41hrh.jpg

The back area behind the point really seems pointless in that it doesn't do anything a simple ramp down from the platform doesn't do and has no health or ammo pick ups to make just dropping down from the platform any less appealing. Basically what im trying to say is add a ramp, and possibly remove the back area.

http://i.imgur.com/TpiPaKQh.jpg

http://i.imgur.com/fOS7EaZh.jpg

I'm lumping these 2 together since they both have the same aesthetic and practical problems. They are both really long tunnels that don't go anywhere that you cant get somewhere safer or faster, the map has plenty of flank routes and places to hide. I can see these tunnels as being really boring to fight and transverse through.

Thanks for reading and I think the map looks great overall its these thing just bugged me enough to want to post it, again great work so far. I really hope this map turns out well.

EDIT:

http://i.imgur.com/Ukk5xDZ.jpg

i just realized that you have 2 health packs basically right next to each other so maybe a door or something, plus it would let teams have more ways into mid going with mangachus 2nd roll-out.

Howdy, after having run around on the map for about half an hour, I'm going to list a few things that immediately struck me as confusing or just unnecessary, whether you chose to change these thing is up to you as i don't want to ruin your artistic vision. I would just like to get my 2 cents out there.

[img]http://i.imgur.com/esV2Hqrh.jpg[/img]

This area was extremely confusing the first time i went through it. The main reason i was able to find for this was that the first lower left door goes to the same place that the right ramp is trying to take you to, and just proceeding forward and going left for about 2 seconds takes you to the same place as well. Removing some of the right geometry might help make it less disorienting and also solidify the idea that this is the "flank" since its a little more removed from the main area.

[img]http://i.imgur.com/acvr4Z2h.jpg[/img]

This is more of an aesthetic thing than anything but maybe make the point on the top since it easier to tell what team has control of the point from any angle (inb4 just check the HUD).

[img]http://i.imgur.com/3WU41hrh.jpg[/img]

The back area behind the point really seems pointless in that it doesn't do anything a simple ramp down from the platform doesn't do and has no health or ammo pick ups to make just dropping down from the platform any less appealing. Basically what im trying to say is add a ramp, and possibly remove the back area.

[img]http://i.imgur.com/TpiPaKQh.jpg[/img]
[img]http://i.imgur.com/fOS7EaZh.jpg[/img]

I'm lumping these 2 together since they both have the same aesthetic and practical problems. They are both really long tunnels that don't go anywhere that you cant get somewhere safer or faster, the map has plenty of flank routes and places to hide. I can see these tunnels as being really boring to fight and transverse through.

Thanks for reading and I think the map looks great overall its these thing just bugged me enough to want to post it, again great work so far. I really hope this map turns out well.

EDIT:

[img]http://i.imgur.com/Ukk5xDZ.jpg[/img]

i just realized that you have 2 health packs basically right next to each other so maybe a door or something, plus it would let teams have more ways into mid going with mangachus 2nd roll-out.
21
#21
1 Frags +

>This is more of an asetichit thing than anything but maybe make the point on the top since it easier to tell what team has control of the point from any angle (inb4 just check the HUD).

I'm pretty sure you can't do that without a custom model for it, or you'll be moving the holographic thing on the center of the point upward. They could make the upper part of it windowed though.

>This is more of an asetichit thing than anything but maybe make the point on the top since it easier to tell what team has control of the point from any angle (inb4 just check the HUD).

I'm pretty sure you can't do that without a custom model for it, or you'll be moving the holographic thing on the center of the point upward. They could make the upper part of it windowed though.
22
#22
2 Frags +

I meant how it is similar to gullywash with the point actually on top of it. Sorry for not being clear.

I meant how it is similar to gullywash with the point actually on top of it. Sorry for not being clear.
23
#23
cp_sunshine, cp_cardinal
6 Frags +

Fixed the missing textures, the rock you can get stuck on at 2nd, and changed that little elbow route on mid to just a ramp.

B1A released: https://dl.dropboxusercontent.com/u/84556731/72hr/cp_derecho_b1a.bsp.bz2

Now you can test it without the missing textures! Hurray!

Fixed the missing textures, the rock you can get stuck on at 2nd, and changed that little elbow route on mid to just a ramp.

B1A released: https://dl.dropboxusercontent.com/u/84556731/72hr/cp_derecho_b1a.bsp.bz2

Now you can test it without the missing textures! Hurray!
24
#24
cp_sunshine, cp_cardinal
3 Frags +

Sorry for the double post, but is moving a thread possible? Somehow I managed to post this in 'general discussion' instead of 'map discussion', I have no idea how that happened. If someone could contact an admin or something to get them to move this thread to its proper subforum, that would be really cool.
Funny how nobody noticed, that certainly says something about how most use the sidebar instead of browsing manually through the forums.

Sorry for the double post, but is moving a thread possible? Somehow I managed to post this in 'general discussion' instead of 'map discussion', I have no idea how that happened. If someone could contact an admin or something to get them to move this thread to its proper subforum, that would be really cool.
Funny how nobody noticed, that certainly says something about how most use the sidebar instead of browsing manually through the forums.
25
#25
8 Frags +
If someone could contact an admin or something

you have to say "enigma" three times.

[quote]If someone could contact an admin or something[/quote]

you have to say "enigma" three times.
26
#26
0 Frags +
TwilitlordAnother thing; is the camera when you open the map supposed to spin like that? It's a little disorienting. I get that it goes with the theme and all but it may make people a bit motion-sick.

It's supposed to spin. Spinny spin fun! :D

I told him that it would affect a lot of people (was even disorienting me a little, and I don't recall ever getting motion sickness). He said that while he will keep the spinning camera, he might slow it down.

[quote=Twilitlord]Another thing; is the camera when you open the map supposed to spin like that? It's a little disorienting. I get that it goes with the theme and all but it may make people a bit motion-sick.[/quote]
It's supposed to spin. Spinny spin fun! :D

I told him that it would affect a lot of people (was even disorienting me a little, and I don't recall ever getting motion sickness). He said that while he will keep the spinning camera, he might slow it down.
27
#27
3 Frags +
hookyHe said that while he will keep the spinning camera, he might slow it down.

please do it

[quote=hooky]He said that while he will keep the spinning camera, he [b]might [/b]slow it down. [/quote]
please do it
28
#28
-1 Frags +

It's not badlands.

Seriously though, please fix the forward spawn door.

It's not badlands.

Seriously though, please fix the forward spawn door.
29
#29
cp_sunshine, cp_cardinal
2 Frags +

Obligatory "ENIGMA ENIGMA ENIGMA" so I can get this thread moved to 'Map Discussion' somehow.

I will change the spectator camera around, don't worry. It was just for fun in the earlier versions but it will probably bother everyone so I'll just remove it.

As for the forward spawn, I like the idea of second spawn being able to be opened from the outside (à la Badlands), but I guess the layout of my map isn't as requiring of one as Badlands' might be.

B2 might be out soon, I'll be going through the map and streamlining every little flank route so that it will become more viable for competitive testing. Brisk, your feedback is proving to be very useful. Thanks for running through the map to give me your thoughts!

Obligatory "ENIGMA ENIGMA ENIGMA" so I can get this thread moved to 'Map Discussion' somehow.

I will change the spectator camera around, don't worry. It was just for fun in the earlier versions but it will probably bother everyone so I'll just remove it.

As for the forward spawn, I like the idea of second spawn being able to be opened from the outside (à la Badlands), but I guess the layout of my map isn't as requiring of one as Badlands' might be.

B2 might be out soon, I'll be going through the map and streamlining every little flank route so that it will become more viable for competitive testing. Brisk, your feedback is proving to be very useful. Thanks for running through the map to give me your thoughts!
30
#30
Ascent
10 Frags +

this map is awesome, I love the second point, and I love you

this map is awesome, I love the second point, and I love [b]you[/b]
1 2
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