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CP_Quay
1
#1
8 Frags +
chojjeQuay ( /ˈkiː/ ) is a regular 5cp map designed by chojje ( /ʃɔ'jɛ/ [↘↗] ), set in some sort of harbour/quay area. It's being designed for competitive play and will keep working with the height differences that I've been experimenting with in Snakewater. Using areas that will allow you to get close to the enemy before engaging in battle it will hopefully lead to action packed matches.

Currently it's in alpha state which of course means it's still very much in development. If you do try out the map, please leave a comment here and tell me what you think!

Download link: https://dl.dropbox.com/u/2447457/cp_quay_b3a.bsp.bz2

Screenshots on my steamcommunity page: http://steamcommunity.com/profiles/76561197998577229/screenshots/

/chojje ( /ʃɔ'jɛ/ [↘↗] )
[quote=chojje]Quay ( /ˈkiː/ ) is a regular 5cp map designed by chojje ( /ʃɔ'jɛ/ [↘↗] ), set in some sort of harbour/quay area. It's being designed for competitive play and will keep working with the height differences that I've been experimenting with in Snakewater. Using areas that will allow you to get close to the enemy before engaging in battle it will hopefully lead to action packed matches.

Currently it's in alpha state which of course means it's still very much in development. If you do try out the map, please leave a comment here and tell me what you think!

Download link: https://dl.dropbox.com/u/2447457/cp_quay_b3a.bsp.bz2

Screenshots on my steamcommunity page: http://steamcommunity.com/profiles/76561197998577229/screenshots/

/chojje ( /ʃɔ'jɛ/ [↘↗] )[/quote]
2
#2
1 Frags +

I'm guessing it's the second point with the cp on a crane. That seems like a cool idea.

I'm guessing it's the second point with the cp on a crane. That seems like a cool idea.
3
#3
1 Frags +

looks cool man

good job

looks cool man

good job
4
#4
4 Frags +

i liked the map while playing it in pugs, but that was just pugs

it would be nice to see how it plays at a higher, more organized, level.

i liked the map while playing it in pugs, but that was just pugs

it would be nice to see how it plays at a higher, more organized, level.
5
#5
cp_snakewater
3 Frags +

Ok, since Uni got a little less tough the last weeks I thought I'd pick up quay again so maybe you'll have a chance to try it out, if you played the last version feel free to stop by and give me some feedback.

Ok, since Uni got a little less tough the last weeks I thought I'd pick up quay again so maybe you'll have a chance to try it out, if you played the last version feel free to stop by and give me some feedback.
6
#6
cp_snakewater
4 Frags +

Updated to a15 with a huge rework to mid and some major changes to last as well: https://dl.dropbox.com/u/2447457/cp_quay_a15.bsp.bz2

Updated to a15 with a huge rework to mid and some major changes to last as well: https://dl.dropbox.com/u/2447457/cp_quay_a15.bsp.bz2
7
#7
cp_snakewater
3 Frags +

Screens at my steam profile: http://steamcommunity.com/profiles/76561197998577229/screenshots/

Screens at my steam profile: http://steamcommunity.com/profiles/76561197998577229/screenshots/
8
#8
1 Frags +

id like to try this map

id like to try this map
9
#9
1 Frags +

We need people to scrim this map.

We need people to scrim this map.
10
#10
3 Frags +

Rock and shutter textures are a bit off, but I love the feel of the map, looks great too.

Rock and shutter textures are a bit off, but I love the feel of the map, looks great too.
11
#11
cp_snakewater
3 Frags +

Here's a16 for you: https://dl.dropbox.com/u/2447457/cp_quay_a16.bsp.bz2

Here's a16 for you: https://dl.dropbox.com/u/2447457/cp_quay_a16.bsp.bz2
12
#12
0 Frags +

so I guess this map is no longer "Quay" but rather "kway." Watching Slin's stream and everyone keeps pronouncing it like how it looks

so I guess this map is no longer "Quay" but rather "kway." Watching Slin's stream and everyone keeps pronouncing it like how it looks
13
#13
2 Frags +

middle is a nightmare please remove the rocks

middle is a nightmare please remove the rocks
14
#14
1 Frags +

there's no room on the floor of mid with the point being so huge and the entrances being so close to it. felt like there were a few too many props around mid as well. i'd open up the bar entrance to mid and remove some clutter. remove water at last imo.

there's no room on the floor of mid with the point being so huge and the entrances being so close to it. felt like there were a few too many props around mid as well. i'd open up the bar entrance to mid and remove some clutter. remove water at last imo.
15
#15
4 Frags +

some VODs from the invite pug

http://www.twitch.tv/seanbud/b/335644065 medic POV
http://www.twitch.tv/misterslin/b/335644430 soldier POV

some VODs from the invite pug

http://www.twitch.tv/seanbud/b/335644065 medic POV
http://www.twitch.tv/misterslin/b/335644430 soldier POV
16
#16
cp_snakewater
0 Frags +

Thanks guys for playing! As I've suspected the current mid will require a quite major rework one way or another. I'm quite curious whether there are issues with the cap point structure itself, or if it's mainly the size that causes issues? Either way I will be working with mid over the next couple of days, so please tell me what you think and what you'd like me to work with if I decide to make an entirely new mid.

Thanks guys for playing! As I've suspected the current mid will require a quite major rework one way or another. I'm quite curious whether there are issues with the cap point structure itself, or if it's mainly the size that causes issues? Either way I will be working with mid over the next couple of days, so please tell me what you think and what you'd like me to work with if I decide to make an entirely new mid.
17
#17
cp_snakewater
0 Frags +

I heard some comments on an excess of props, I'm especially thinking of the area around 2: do you think it is problematic or it's something that players can deal with? Of course there is some space for changes, but I quite like how it plays right now. Of course it's the players' call, so please tell me what you think.

I heard some comments on an excess of props, I'm especially thinking of the area around 2: do you think it is problematic or it's something that players can deal with? Of course there is some space for changes, but I quite like how it plays right now. Of course it's the players' call, so please tell me what you think.
18
#18
6 Frags +

I dont think you should scrap the middle point yet. But one of the main problems I have seen with it is that if youre on the point you are so well covered that you can't even really see/hit anyone. The rocks could be a bit shorter, and I think you should remove these 3 walls (concrete/fence/wood) on the edge of the platform that block the entrance altogether:

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

As it is currently those walls really block movement at a crucial choke on the map, and I don't think the area is big enough to have to worry much about a crazy sightline. It should help people get in/out of the area and most importantly allow people to shoot other people!

The other big problem was that 2nd was pretty much never contested after a team lost mid, probably due to how close 2nd is to mid combined with how far last is from 2nd. If youre going to work on addressing either I would say try to shorten the distance from last to 2nd a little.

I dont think you should scrap the middle point yet. But one of the main problems I have seen with it is that if youre on the point you are so well covered that you can't even really see/hit anyone. The rocks could be a [u]bit[/u] shorter, and I think you should remove these 3 walls (concrete/fence/wood) on the edge of the platform that block the entrance altogether: [img]http://i.imgur.com/duLMR.jpg[/img] As it is currently those walls really block movement at a crucial choke on the map, and I don't think the area is big enough to have to worry much about a crazy sightline. It should help people get in/out of the area and most importantly allow people to shoot other people!

The other big problem was that 2nd was pretty much never contested after a team lost mid, probably due to how close 2nd is to mid combined with how far last is from 2nd. If youre going to work on addressing either I would say try to shorten the distance from last to 2nd a little.
19
#19
cp_snakewater
0 Frags +

Here's what I've done so far: https://dl.dropbox.com/u/2447457/location.PNG

As you say I think I've overdone fences a bit, since snipers shouldnt be that powerful in the first place. I've already been moving 2nd away from mid, but no real drastic changes.

Here's what I've done so far: https://dl.dropbox.com/u/2447457/location.PNG

As you say I think I've overdone fences a bit, since snipers shouldnt be that powerful in the first place. I've already been moving 2nd away from mid, but no real drastic changes.
20
#20
1 Frags +
chojjeHere's what I've done so far: https://dl.dropbox.com/u/2447457/location.PNG

As you say I think I've overdone fences a bit, since snipers shouldnt be that powerful in the first place. I've already been moving 2nd away from mid, but no real drastic changes.

whats the point of having the small health pill if its in a place that isnt really worth grabbing on anything but scout if you can even get there in a double jump (assuming low already, a rocket jump is ~20-35 and the pack gives ~30-40?)

an alternative could be underneath opposing bridges you added in the screenshot above.

[quote=chojje]Here's what I've done so far: https://dl.dropbox.com/u/2447457/location.PNG

As you say I think I've overdone fences a bit, since snipers shouldnt be that powerful in the first place. I've already been moving 2nd away from mid, but no real drastic changes.[/quote]

whats the point of having the small health pill if its in a place that isnt really worth grabbing on anything but scout if you can even get there in a double jump (assuming low already, a rocket jump is ~20-35 and the pack gives ~30-40?)

an alternative could be underneath opposing bridges you added in the screenshot above.
21
#21
cp_snakewater
1 Frags +

Well, since it's literally the strongest position on the middle, I supposed a little more incentive to soldiers to get up there might be needed. I don't see any reason not to have it there unless the position proves too powerful. I have a feeling that scouts are already very powerful on this middle, so I'll be really careful with buffing them further. As you see health is really scarce already on the mid point, which I think is a good thing. Adding health kits beneath the bridges might pull some action over there, but I'm not really sure I want that. But if you feel the health kits up there dont fill any role at all (in playtesting) I might remove them.

Either way I went ahead and released a17 with some more changes to mid: https://dl.dropbox.com/u/2447457/cp_quay_a17.bsp.bz2

In a future version I'll remove the water at last entirely. One thing I'm considering is simply removing the whole crane thing on 2 and placing the capture point on the ground. What do you think?

Well, since it's literally the strongest position on the middle, I supposed a little more incentive to soldiers to get up there might be needed. I don't see any reason not to have it there unless the position proves too powerful. I have a feeling that scouts are already very powerful on this middle, so I'll be really careful with buffing them further. As you see health is really scarce already on the mid point, which I think is a good thing. Adding health kits beneath the bridges might pull some action over there, but I'm not really sure I want that. But if you feel the health kits up there dont fill any role at all (in playtesting) I might remove them.

Either way I went ahead and released a17 with some more changes to mid: https://dl.dropbox.com/u/2447457/cp_quay_a17.bsp.bz2

In a future version I'll remove the water at last entirely. One thing I'm considering is simply removing the whole crane thing on 2 and placing the capture point on the ground. What do you think?
22
#22
cp_snakewater
0 Frags +

Screens: http://steamcommunity.com/profiles/76561197998577229/screenshots/

Screens: http://steamcommunity.com/profiles/76561197998577229/screenshots/
23
#23
cp_snakewater
1 Frags +

What I’ve done right now is opening up the choke area entirely: https://dl.dropbox.com/u/2447457/location.PNG I’m still at a loss for ideas when it comes to rebuilding mid. The main problem seems to be that the area is so small that medics are easy targets for everything once they reach mid. I’d like to create some more escape routes and make the area less open, but on the other hand that would make mid even more narrow and claustrophobic. I’d like to see some playtesting on a17 before I proceed much further.

What I’ve done right now is opening up the choke area entirely: https://dl.dropbox.com/u/2447457/location.PNG I’m still at a loss for ideas when it comes to rebuilding mid. The main problem seems to be that the area is so small that medics are easy targets for everything once they reach mid. I’d like to create some more escape routes and make the area less open, but on the other hand that would make mid even more narrow and claustrophobic. I’d like to see some playtesting on a17 before I proceed much further.
24
#24
-1 Frags +

Great map, but I feel like its too hard to push into or out of last, and 2nd is floating in a weird way and it drives me nuts, aside from that great map

Great map, but I feel like its too hard to push into or out of last, and 2nd is floating in a weird way and it drives me nuts, aside from that great map
25
#25
0 Frags +
eGreat map, but I feel like its too hard to push into or out of last, and 2nd is floating in a weird way and it drives me nuts, aside from that great map

It's only floating with some FPS configs.

We all really need to get to testing this.

[quote=e]Great map, but I feel like its too hard to push into or out of last, and 2nd is floating in a weird way and it drives me nuts, aside from that great map[/quote]
It's only floating with some FPS configs.

We all really need to get to testing this.
26
#26
cp_snakewater
1 Frags +

Released a18: https://dl.dropbox.com/u/2447457/cp_quay_a18.bsp.bz2

Screens: http://steamcommunity.com/profiles/76561197998577229/screenshots/

In what way did you feel last was too hard to push in and out of? Having focused a lot on mid in the last few patches, I'm really puzzled to hear how the lobby area works.

Major changes in a18 include opening up the choke near the beach, and removing the crane holding up 2 altogether.

Released a18: https://dl.dropbox.com/u/2447457/cp_quay_a18.bsp.bz2

Screens: http://steamcommunity.com/profiles/76561197998577229/screenshots/

In what way did you feel last was too hard to push in and out of? Having focused a lot on mid in the last few patches, I'm really puzzled to hear how the lobby area works.

Major changes in a18 include opening up the choke near the beach, and removing the crane holding up 2 altogether.
27
#27
0 Frags +

last seems really far from second it seems

last seems really far from second it seems
28
#28
0 Frags +

its a bit large imo
backcap city

its a bit large imo
backcap city
29
#29
cp_snakewater
0 Frags +
bleakits a bit large imo
backcap city

Did you play it? If you can provide some further details it would be really helpful.

I'll probably reduce the size of the lobby pretty severely for the next version, as the distance difference between mid and 2, and 2 and mid, seems to be the major issue right now.

[quote=bleak]its a bit large imo
backcap city[/quote]

Did you play it? If you can provide some further details it would be really helpful.

I'll probably reduce the size of the lobby pretty severely for the next version, as the distance difference between mid and 2, and 2 and mid, seems to be the major issue right now.
30
#30
1 Frags +

yeah, i pugged it couple times with friends.
I think there are some unnecessary areas between second and last (no one pushes upper for example)
Overall, it just seems really really large with a lot of weird flank routes. Maybe closing some of them down and shortening the distance between points would make it a really good map.
Other then that, the mid plays out well and it has a lot of potential.
Great work!

yeah, i pugged it couple times with friends.
I think there are some unnecessary areas between second and last (no one pushes upper for example)
Overall, it just seems really really large with a lot of weird flank routes. Maybe closing some of them down and shortening the distance between points would make it a really good map.
Other then that, the mid plays out well and it has a lot of potential.
Great work!
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