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cp_craneway
1
#1
10 Frags +

Once known as cp_adjunct, now cp_craneway:

Download

Screenshots

Steam Workshop (Updated less frequently)

Changelog:

b19:
-Changed the high route into last.
-Tweaked some props on the highground at last (including adding nobuilds).
-Widened the door to the small route into last.
-Reworked the flank route into second.
-Moved the first forward spawn.
-Tweaked the displacements under mid.
-Changed the corner by forward spawn on mid.
-Moved the doorway near choke at second.
-Increased the respawn time when holding last.

b18c:
-Fixed LDR.

b18b:
-Added a height limiter to the top of choke.
-Added lights to the balcony above elbow.
-General detailing changes.

b18a:
-Various detailing changes.
-Moved the lonely bottle in lobby to the wall.
-Reverted sky lighting to b17 version (I can't even remember why I changed it)
-Removed the dutch angle spectator cameras.

b18:
-Fixed a bug allowing building in spawn.
-Tweaked fenced area next to spawn.
-Expanded most of middle.
-Opened up one route between middle and second.
-Added another highground to middle.
-Changed up the heights and doorways on the lower route to mid.
-Flipped around second and last.
-Toned down the detailing in areas with major changes.
-Moved the ammo on battlements.
-Removed the health and reduced the ammo in the elbow on middle.

b17b:
-Minor visual tweaks.
-Updated clipping.
-Reverted the change of the fence on last.

b17a:
-Minor visual bug fixes.
-Fixed a bug with the supply cabinets.

b17:
-Updated detailing.
-Blocked some of the visibility between 2nd and mid.
-Changed a prop cluster into a fence on last.
-Tweaked two doors on second to cull a sniper sightline.

b16:
-Widened the area on both sides of the middle point.
-Slightly adjusted the sides of the doors near mid (by the higher mid pack).
-Updated clipping.
-Changed the lighting.
-Various visual changes.

b15:
-Moved the metal fence on second a bit.
-Shrunk the side house on second.
-Generally opened up the area near the two previous changes.
-Detailing.
-Various clipping changes.
-Messed with the lighting in several areas.

b14a:
-Fixed packing even more!

b14:
-Fixed packing (unlucky 13)

b13a:
-Unlucky 13. Repacked assets.
-Adjusted house on second.
-Reworked second point again.

b13:
-Detailing.
-Removed small health pack from battlements.
-Added railing above new stairs.
-Restructured second point, and adjusted fences and connections to match.
-Adjusted a ramp on last.
-Small clipping improvements.
-Hopefully didn't destroy framerates.

b12:
-Detailing
-Moved first forward spawn.
-Fixed some clipping things.
-Shrank big wall at last.
-Closed up elbow area on middle.
-Added a wall with a doorway to house near middle.
-Removed lower door out of lobby.
-Added stairwell to area where old door was.
-Raised the top of the door from house into middle.
-Made a few ammo packs bigger.
-Moved shutter on battlements.
-Slightly moved drop-down to keep snipers from jumping into it.

b11:
-More detailing.
-Slowed down last cap slightly.
-Opened back up window on last point.
-Various clipping fixes.
-Redid back left area of last (defender POV).
-Got ride of tanker in lower lobby.
-Moved some packs further from the walls.
-Added 2 small health and 1 small ammo to lobby.
-Added a wall between house and the side building on second.
-Increased the size of the doorway on mid near the pillar.

b10b:
-More detailing.
-Added basic 3d skybox.
-Some optimization.
-Some clipping improvements.
-Redid soundscapes.
-Changed lighting.

b10a:
-Re-added railings to second battlements.
-Changed clipping near new forward-spawn.
-Fixed other small clipping bugs.

b10:
-Tweaked displacements on second.
-Slightly raised the height of the building on middle.
-Fixed a clipping issue on the fences at last.
-Lowered building on second.
-Shrank fences by last point.
-Reworked back-left (defender POV) spawn area on last.
-Changed the geometry neer the second point making it harder to hold from mid attackers.
-Increased the width of the walkway between second and the battlements.
-Moved second battlements door and made it a shutter.
-Added back side-opening shutter to lobby.
-Moved forward spawn on second to the bottom of the ramp.
-Added a rock to the battlements corners allowing scouts to double-jump out.

b9a:
-Minor fixes.
-Changes to fences on last.

b9:
-Changed detailing.
-Removed railing on second.
-Added small stairs on last.
-Increased ammo at upper pack near mid.
-Tweaked shape and position of mid pillars.
-Made middle forward spawn door bigger.
-Added a ramp from below mid to the crate.
-Shrank the in-construction building.
-Turned to old middle fence into a small battlements.
-Increased ammo on middle.
-Changed the rock at second to a long battlements.
-Added ramp to side building on second.
-Moved a door on second battlements.
-Increased ammo on battlements.
-Removed shutter door at second.
-De-cluttered lower pack in the lobby.
-Adjusted upper lobby.
-Adjusted high-ground on last.

b8a:
-Closed off window on last point
-Added more more high-ground on last.
-Changed fence on last.
-Removed drop-down, added ramp.
-Re-added building to second.
-Shrank pack under mid.
-Changed lower route between mid and second.
-Changed side building door positions on second.
-Changed heights on mid.
-Changed pillars on mid.
-Added prop to climb over fence on mid.
-Cut some dead corners.
-Fixed displacement bug.
-Adjusted position of lower pack between mid and second.
-Added truck back.
-Changed forward spawn locations.
-Took a while off.

b7:
-Redid last spawn.
-Redid last.
-Redid second.
-Redid mid.
-Redid theming.
-Took 2 years off.

b6:
-No public release.

b5:
-Redid spawn.
-Redid last.
-Redid lobby.
-Changed detailing on last and in lobby.
-Changed some detailing on second.
-Tweaked health ammo placement/values.
-Raised height of buildings on second (forward spawn area).
-Raised height of beams in house.
-Added tiny prop to pillars on mid allowing scouts to double jump onto it.

b4: 
IDK, stuff. It's been a while.

b3:
-Bug fixes.
-New detailing stuff.

b2:
-Changed last.
-Changed detailing.

b1:
-Tweaked detailing.
-Added highground to last.
-Changed displacements on mid and last.
-Opened up dropdown.
-Tweaked house.
-Tweaked area under mid.

a20:
-Fixed holes in displacements.
-Removed tiny shutter door to last.
-Moved ammo packs some.
-Added two small ammo packs to mid.

a19:
-Added rock to mid.
-Changed terrain on second.
-Tweaked crates on last.

a18:
-Fixed more bugs.

a17:
-Fixed bugs.

a16a:
-Fixed custom assets.

a16:
-Renamed map.
-Redid house.
-Tweaked lobby.
-Added new entrance to last.
-Tweaked textures.

a15:
-Redid house.
-Opened up window out of elbow.
-Redid lobby.
-Added a big thingy to last.
-Reduced slant on walls up to second.

a14:
-Made last longer and less wide.
-Tweaked heights outside last spawns (and inside).
-Redid elbow on mid.
-Moved ramp on second.
-Removed door from lobby to last.
-Started some detailing.

a13:
-Redid last.
-Redid lobby.
-Added building to second.
-Lowered height of mid.
-Increased time to cap last.

a12:
-Tested some things.
a11:
-Redid railings.
-Bug fixes.

a10:
-Fixed some bugs.
-Renamed points.

a9:
-Tweaked displacements on mid.
-Fixed door symmetry.

a8:
-Redid doors.
-Tweaked displacements.
-Added glass to last sidings.

a7:
-First TF.TV version.

Show Content

Once known as cp_adjunct, now cp_craneway:

[url=https://tf2maps.net/downloads/craneway.5994/]Download[/url]

[url=https://imgur.com/a/MlAQ5wW]Screenshots[/url]

[url=https://steamcommunity.com/sharedfiles/filedetails/?id=454164220]Steam Workshop (Updated less frequently)[/url]

Changelog:
[code]
b19:
-Changed the high route into last.
-Tweaked some props on the highground at last (including adding nobuilds).
-Widened the door to the small route into last.
-Reworked the flank route into second.
-Moved the first forward spawn.
-Tweaked the displacements under mid.
-Changed the corner by forward spawn on mid.
-Moved the doorway near choke at second.
-Increased the respawn time when holding last.

b18c:
-Fixed LDR.

b18b:
-Added a height limiter to the top of choke.
-Added lights to the balcony above elbow.
-General detailing changes.

b18a:
-Various detailing changes.
-Moved the lonely bottle in lobby to the wall.
-Reverted sky lighting to b17 version (I can't even remember why I changed it)
-Removed the dutch angle spectator cameras.

b18:
-Fixed a bug allowing building in spawn.
-Tweaked fenced area next to spawn.
-Expanded most of middle.
-Opened up one route between middle and second.
-Added another highground to middle.
-Changed up the heights and doorways on the lower route to mid.
-Flipped around second and last.
-Toned down the detailing in areas with major changes.
-Moved the ammo on battlements.
-Removed the health and reduced the ammo in the elbow on middle.


b17b:
-Minor visual tweaks.
-Updated clipping.
-Reverted the change of the fence on last.

b17a:
-Minor visual bug fixes.
-Fixed a bug with the supply cabinets.

b17:
-Updated detailing.
-Blocked some of the visibility between 2nd and mid.
-Changed a prop cluster into a fence on last.
-Tweaked two doors on second to cull a sniper sightline.

b16:
-Widened the area on both sides of the middle point.
-Slightly adjusted the sides of the doors near mid (by the higher mid pack).
-Updated clipping.
-Changed the lighting.
-Various visual changes.

b15:
-Moved the metal fence on second a bit.
-Shrunk the side house on second.
-Generally opened up the area near the two previous changes.
-Detailing.
-Various clipping changes.
-Messed with the lighting in several areas.

b14a:
-Fixed packing even more!

b14:
-Fixed packing (unlucky 13)

b13a:
-Unlucky 13. Repacked assets.
-Adjusted house on second.
-Reworked second point again.

b13:
-Detailing.
-Removed small health pack from battlements.
-Added railing above new stairs.
-Restructured second point, and adjusted fences and connections to match.
-Adjusted a ramp on last.
-Small clipping improvements.
-Hopefully didn't destroy framerates.

b12:
-Detailing
-Moved first forward spawn.
-Fixed some clipping things.
-Shrank big wall at last.
-Closed up elbow area on middle.
-Added a wall with a doorway to house near middle.
-Removed lower door out of lobby.
-Added stairwell to area where old door was.
-Raised the top of the door from house into middle.
-Made a few ammo packs bigger.
-Moved shutter on battlements.
-Slightly moved drop-down to keep snipers from jumping into it.

b11:
-More detailing.
-Slowed down last cap slightly.
-Opened back up window on last point.
-Various clipping fixes.
-Redid back left area of last (defender POV).
-Got ride of tanker in lower lobby.
-Moved some packs further from the walls.
-Added 2 small health and 1 small ammo to lobby.
-Added a wall between house and the side building on second.
-Increased the size of the doorway on mid near the pillar.

b10b:
-More detailing.
-Added basic 3d skybox.
-Some optimization.
-Some clipping improvements.
-Redid soundscapes.
-Changed lighting.

b10a:
-Re-added railings to second battlements.
-Changed clipping near new forward-spawn.
-Fixed other small clipping bugs.

b10:
-Tweaked displacements on second.
-Slightly raised the height of the building on middle.
-Fixed a clipping issue on the fences at last.
-Lowered building on second.
-Shrank fences by last point.
-Reworked back-left (defender POV) spawn area on last.
-Changed the geometry neer the second point making it harder to hold from mid attackers.
-Increased the width of the walkway between second and the battlements.
-Moved second battlements door and made it a shutter.
-Added back side-opening shutter to lobby.
-Moved forward spawn on second to the bottom of the ramp.
-Added a rock to the battlements corners allowing scouts to double-jump out.

b9a:
-Minor fixes.
-Changes to fences on last.

b9:
-Changed detailing.
-Removed railing on second.
-Added small stairs on last.
-Increased ammo at upper pack near mid.
-Tweaked shape and position of mid pillars.
-Made middle forward spawn door bigger.
-Added a ramp from below mid to the crate.
-Shrank the in-construction building.
-Turned to old middle fence into a small battlements.
-Increased ammo on middle.
-Changed the rock at second to a long battlements.
-Added ramp to side building on second.
-Moved a door on second battlements.
-Increased ammo on battlements.
-Removed shutter door at second.
-De-cluttered lower pack in the lobby.
-Adjusted upper lobby.
-Adjusted high-ground on last.

b8a:
-Closed off window on last point
-Added more more high-ground on last.
-Changed fence on last.
-Removed drop-down, added ramp.
-Re-added building to second.
-Shrank pack under mid.
-Changed lower route between mid and second.
-Changed side building door positions on second.
-Changed heights on mid.
-Changed pillars on mid.
-Added prop to climb over fence on mid.
-Cut some dead corners.
-Fixed displacement bug.
-Adjusted position of lower pack between mid and second.
-Added truck back.
-Changed forward spawn locations.
-Took a while off.

b7:
-Redid last spawn.
-Redid last.
-Redid second.
-Redid mid.
-Redid theming.
-Took 2 years off.

b6:
-No public release.

b5:
-Redid spawn.
-Redid last.
-Redid lobby.
-Changed detailing on last and in lobby.
-Changed some detailing on second.
-Tweaked health ammo placement/values.
-Raised height of buildings on second (forward spawn area).
-Raised height of beams in house.
-Added tiny prop to pillars on mid allowing scouts to double jump onto it.

b4:
IDK, stuff. It's been a while.

b3:
-Bug fixes.
-New detailing stuff.

b2:
-Changed last.
-Changed detailing.

b1:
-Tweaked detailing.
-Added highground to last.
-Changed displacements on mid and last.
-Opened up dropdown.
-Tweaked house.
-Tweaked area under mid.

a20:
-Fixed holes in displacements.
-Removed tiny shutter door to last.
-Moved ammo packs some.
-Added two small ammo packs to mid.

a19:
-Added rock to mid.
-Changed terrain on second.
-Tweaked crates on last.

a18:
-Fixed more bugs.

a17:
-Fixed bugs.

a16a:
-Fixed custom assets.

a16:
-Renamed map.
-Redid house.
-Tweaked lobby.
-Added new entrance to last.
-Tweaked textures.

a15:
-Redid house.
-Opened up window out of elbow.
-Redid lobby.
-Added a big thingy to last.
-Reduced slant on walls up to second.

a14:
-Made last longer and less wide.
-Tweaked heights outside last spawns (and inside).
-Redid elbow on mid.
-Moved ramp on second.
-Removed door from lobby to last.
-Started some detailing.

a13:
-Redid last.
-Redid lobby.
-Added building to second.
-Lowered height of mid.
-Increased time to cap last.

a12:
-Tested some things.
a11:
-Redid railings.
-Bug fixes.

a10:
-Fixed some bugs.
-Renamed points.

a9:
-Tweaked displacements on mid.
-Fixed door symmetry.

a8:
-Redid doors.
-Tweaked displacements.
-Added glass to last sidings.

a7:
-First TF.TV version.
[/code]

[size=10][spoiler][url=http://i.imgur.com/i3M2g2k.png].[/url][/spoiler][/size]
2
#2
4 Frags +

That's an interesting last...

That's an interesting last...
3
#3
1 Frags +

rip cp_shutterdoors.

Fun map.

rip cp_shutterdoors.

Fun map.
4
#4
2 Frags +

The pug was a lot of fun and I feel there was a bunch of good feedback from experienced players. I can't wait to see it develop and pug it some more.

The pug was a lot of fun and I feel there was a bunch of good feedback from experienced players. I can't wait to see it develop and pug it some more.
5
#5
-1 Frags +

- I'm worried about spies decloaking on last on a place on the point that people can't see. Maybe make the walls shorter (horizontally) or transparent?

- The lobby into last is one big thing and it means that I can't tell what entrances are flanks or not

- I think you should make the doorways right by (-700, 1060, 200) much thicker (their walls), it would help the sightlininess going through the two a lot I think. same with the similar pair between mid and 2nd right downhill from there.

- A lot of the displacements on mid are REALLY steep. I know you kind of got yourself into a corner here, but if you can figure out a way to make them shallower, it would be a lot better.

- There's a hole between the displacements and the wall right near (225, -360, 80) -- you can snag on the outcrop from the displacement that goes inside the wall

- Your bloom factor is a bit too bright

- Where can I find people willing to pug dev texture maps ;_;

- I'm worried about spies decloaking on last on a place on the point that people can't see. Maybe make the walls shorter (horizontally) or transparent?

- The lobby into last is one big thing and it means that I can't tell what entrances are flanks or not

- I think you should make the doorways right by (-700, 1060, 200) much thicker (their walls), it would help the sightlininess going through the two a lot I think. same with the similar pair between mid and 2nd right downhill from there.

- A lot of the displacements on mid are REALLY steep. I know you kind of got yourself into a corner here, but if you can figure out a way to make them shallower, it would be a lot better.

- There's a hole between the displacements and the wall right near (225, -360, 80) -- you can snag on the outcrop from the displacement that goes inside the wall

- Your bloom factor is a bit too bright

- Where can I find people willing to pug dev texture maps ;_;
6
#6
2 Frags +

I haven't played it yet, but from the pictures the last point doesn't look like it would work too great, I'd recommend moving it forward maybe?

I haven't played it yet, but from the pictures the last point doesn't look like it would work too great, I'd recommend moving it forward maybe?
7
#7
3 Frags +

The map's been rapidly evolving and every new version is better than the last. Lots of experienced players have been providing relevant feedback and the map's really coming into its own. I can't wait to pug it again soon and see how it feels.

The screenshots at the top show the most recent version.

The map's been rapidly evolving and every new version is better than the last. Lots of experienced players have been providing relevant feedback and the map's really coming into its own. I can't wait to pug it again soon and see how it feels.

The screenshots at the top show the most recent version.
8
#8
1 Frags +

I have been pugging on this map with bereth and jag quite a bit. Plays really quickly with a lot of people staying in the red. I think some areas can be lengthened out and tightened to provide for a some breathing and healing room. Overall it's really fun. Oh, and we'll make the last point defensible eventually don't worry.

I have been pugging on this map with bereth and jag quite a bit. Plays really quickly with a lot of people staying in the red. I think some areas can be lengthened out and tightened to provide for a some breathing and healing room. Overall it's really fun. Oh, and we'll make the last point defensible eventually don't worry.
9
#9
2 Frags +

New version is out (a14)! I'm now taking suggestions for a new name, so feel free to post them here.

Download

http://i.imgur.com/0GtJQTt.jpg

http://i.imgur.com/9c9u3VI.jpg

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

http://i.imgur.com/J82RTAm.jpg

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

http://i.imgur.com/8Y5z2LN.jpg

http://i.imgur.com/DO8Gxu5.jpg

http://i.imgur.com/sWG5QmY.jpg

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

http://i.imgur.com/hG8L7y1.jpg

Changelog:

-Made last longer and less wide.
-Tweaked heights outside last spawns (and inside).
-Redid elbow on mid.
-Moved ramp on second.
-Removed door from lobby to last.
-Started some detailing.
New version is out (a14)! I'm now taking suggestions for a new name, so feel free to post them here.

[url=https://imgur.com/Br36Piy]Download[/url]

[img]http://i.imgur.com/0GtJQTt.jpg[/img]

[img]http://i.imgur.com/9c9u3VI.jpg[/img]

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

[img]http://i.imgur.com/J82RTAm.jpg[/img]

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

[img]http://i.imgur.com/8Y5z2LN.jpg[/img]

[img]http://i.imgur.com/DO8Gxu5.jpg[/img]

[img]http://i.imgur.com/sWG5QmY.jpg[/img]

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

[img]http://i.imgur.com/hG8L7y1.jpg[/img]

Changelog:
[Quote]
-Made last longer and less wide.
-Tweaked heights outside last spawns (and inside).
-Redid elbow on mid.
-Moved ramp on second.
-Removed door from lobby to last.
-Started some detailing.
[/QUOTE]
10
#10
-5 Frags +

It looks very blocky and flat. Perfect for a scout, yay! Needs more variety in my opinion :/

It looks very blocky and flat. Perfect for a scout, yay! Needs more variety in my opinion :/
11
#11
3 Frags +

cp_drywash
cp_ember
cp_blackwater
cp_underpass
cp_declan
cp_gower
cp_basin
cp_titan
cp_songbird
cp_airstrike
cp_gulch
cp_dugout
cp_tinder
cp_clearwater

pls pick one of mine it's been my dream to name a map for ages.

EDIT: also, just from looking at the screenshots, looks like you might need a good deal of props to break up some of the overly open areas. I'd offer more constructive criticism but I haven't dled the map yet so I wouldn't really be helping.

EDITEDIT: what did I do wrong :C he asked for map names, and I gave map names, and I felt bad giving 0 map feedback so I gave my honest opinion, which seems to line up with pretty much every criticism the map has received so far (it's too flat/open).

cp_drywash
cp_ember
cp_blackwater
cp_underpass
cp_declan
cp_gower
cp_basin
cp_titan
cp_songbird
cp_airstrike
cp_gulch
cp_dugout
cp_tinder
cp_clearwater

pls pick one of mine it's been my dream to name a map for ages.

EDIT: also, just from looking at the screenshots, looks like you might need a good deal of props to break up some of the overly open areas. I'd offer more constructive criticism but I haven't dled the map yet so I wouldn't really be helping.

EDITEDIT: what did I do wrong :C he asked for map names, and I gave map names, and I felt bad giving 0 map feedback so I gave my honest opinion, which seems to line up with pretty much every criticism the map has received so far (it's too flat/open).
12
#12
0 Frags +

Was fun to pug on, aside from the last being way too hard to defend. Mid allowed soldiers to bomb really easily from double jumping off the right wall (like metalworks) but was pretty fun as long as your scouts shot them. Right side/elbow on mid needs a reworking imo since it's almost impossible to push without getting spammed to shit by their demo. my .02

Was fun to pug on, aside from the last being way too hard to defend. Mid allowed soldiers to bomb really easily from double jumping off the right wall (like metalworks) but was pretty fun as long as your scouts shot them. Right side/elbow on mid needs a reworking imo since it's almost impossible to push without getting spammed to shit by their demo. my .02
13
#13
8 Frags +
BerethNew version is out (a14)! I'm now taking suggestions for a new name, so feel free to post them here.

[/quote]

my suggestions... did not play it just ran around it.

my main problem is all of the sections of the map are separated by completely flat walls/buildings.
this is boring and very easy to defend because the player can stand in one spot and see all choke points. demo/SG can lock down all three doors at once without moving.

http://i.imgur.com/Wb3Hx01.jpg?1

red is flat/boring. push and pull entrances into/out of each section of the map.
yellow arrows = expand areas of 2nd point and last.
green = add area to yard.
move second back.

http://i.imgur.com/iXHrv9d.jpg?1

entrances on the same plane/wall = bad. easy to defend and makes 1 door repetitive/useless.

http://i.imgur.com/WLwHMdG.jpg?1

http://i.imgur.com/Z5a3NDO.jpg?1

B and C doors need the push/pull into/out of area i was talking about.
leave point where it is but elevate it and remove the sidewalls. move spawn building back separating it from the cap.
A door needs to be changed. many things you can do with it.

you need to go study some map design/chokepoints. below is an example of some the top is the most popular in ANY fps and can be applied large/small/vertically. look for them when playing and you will see them everywhere.

http://i.imgur.com/wm5lZrB.jpg?1

[quote=Bereth]New version is out (a14)! I'm now taking suggestions for a new name, so feel free to post them here.
[/QUOTE][/quote]

my suggestions... did not play it just ran around it.

my main problem is all of the sections of the map are separated by completely flat walls/buildings.
this is boring and very easy to defend because the player can stand in one spot and see all choke points. demo/SG can lock down all three doors at once without moving.
[img]http://i.imgur.com/Wb3Hx01.jpg?1[/img]
red is flat/boring. push and pull entrances into/out of each section of the map.
yellow arrows = expand areas of 2nd point and last.
green = add area to yard.
move second back.

[img]http://i.imgur.com/iXHrv9d.jpg?1[/img]
entrances on the same plane/wall = bad. easy to defend and makes 1 door repetitive/useless.

[img]http://i.imgur.com/WLwHMdG.jpg?1[/img]

[img]http://i.imgur.com/Z5a3NDO.jpg?1[/img]
B and C doors need the push/pull into/out of area i was talking about.
leave point where it is but elevate it and remove the sidewalls. move spawn building back separating it from the cap.
A door needs to be changed. many things you can do with it.

you need to go study some map design/chokepoints. below is an example of some the top is the most popular in ANY fps and can be applied large/small/vertically. look for them when playing and you will see them everywhere.
[img]http://i.imgur.com/wm5lZrB.jpg?1[/img]
14
#14
0 Frags +

New version! No new name :(

Download

Changelog:

-Redid house.
-Opened up window out of elbow.
-Redid lobby.
-Added a big thingy to last.
-Reduced slant on walls up to second.

http://i.imgur.com/AyAPMH6.jpg

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

http://i.imgur.com/yjiG63q.jpg

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

http://i.imgur.com/VNpMRX0.jpg

New version! No new name :(

[url=https://imgur.com/Br36Piy]Download[/url]

Changelog:
[QUOTE]
-Redid house.
-Opened up window out of elbow.
-Redid lobby.
-Added a big thingy to last.
-Reduced slant on walls up to second.
[/QUOTE]

[img]http://i.imgur.com/AyAPMH6.jpg[/img]

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

[img]http://i.imgur.com/yjiG63q.jpg[/img]

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

[img]http://i.imgur.com/VNpMRX0.jpg[/img]
15
#15
2 Frags +

cp_craneway_a19:

Download

Changelog:

-Added rock to mid.
-Changed terrain on second.
-Tweaked crates on last.

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

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

http://i.imgur.com/v0TWW9f.jpg

http://i.imgur.com/sA83kqY.jpg

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

cp_craneway_a19:

[url=https://imgur.com/Br36Piy]Download[/url]

Changelog:
[QUOTE]
-Added rock to mid.
-Changed terrain on second.
-Tweaked crates on last.
[/QUOTE]

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

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

[img]http://i.imgur.com/v0TWW9f.jpg[/img]

[img]http://i.imgur.com/sA83kqY.jpg[/img]

[img]http://i.imgur.com/qLCYQdO.jpg[/img]
16
#16
0 Frags +

The map has come a long way and is starting to feel good. I have pugged it forever, I should know.

The map has come a long way and is starting to feel good. I have pugged it forever, I should know.
17
#17
1 Frags +

is there a reason the small bottom left door on last has to be a shutter? I feel like having 2 of the doorson last be shutters really limits the flanks ability to work picks or spam as either of them could easily be stickied.

doesnt seem like sightline would be a problem because it isn't that good and is so easily spammable

is there a reason the small bottom left door on last has to be a shutter? I feel like having 2 of the doorson last be shutters really limits the flanks ability to work picks or spam as either of them could easily be stickied.

doesnt seem like sightline would be a problem because it isn't that good and is so easily spammable
18
#18
0 Frags +

Map download link is broken.

Edit: Download link in OP is broken.

Map download link is broken.

Edit: Download link in OP is broken.
19
#19
3 Frags +

cp_craneway_b1 is out!

Download

Changelog:

-Tweaked detailing.
-Added highground to last.
-Changed displacements on mid and last.
-Opened up dropdown.
-Tweaked house.
-Tweaked area under mid.

Screenshots:

http://i.imgur.com/2A3Kql5.jpg

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

http://i.imgur.com/cV3qRlL.jpg

http://i.imgur.com/60lmGf5.jpg

http://i.imgur.com/3bceV2T.jpg

http://i.imgur.com/wNlPp5S.jpg

http://i.imgur.com/k8ijoMl.jpg

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

cp_craneway_b1 is out!

[url=https://imgur.com/Br36Piy]Download[/url]

Changelog:
[QUOTE]
-Tweaked detailing.
-Added highground to last.
-Changed displacements on mid and last.
-Opened up dropdown.
-Tweaked house.
-Tweaked area under mid.
[/QUOTE]

Screenshots:

[img]http://i.imgur.com/2A3Kql5.jpg[/img]

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

[img]http://i.imgur.com/cV3qRlL.jpg[/img]

[img]http://i.imgur.com/60lmGf5.jpg[/img]

[img]http://i.imgur.com/3bceV2T.jpg[/img]

[img]http://i.imgur.com/wNlPp5S.jpg[/img]

[img]http://i.imgur.com/k8ijoMl.jpg[/img]

[img]http://i.imgur.com/PWdKVSm.jpg[/img]
20
#20
1 Frags +

So far I've pugged as demo, medic, and scout on this map and enjoyed it very much. It's coming together great and showing off that construction theme real nicely.

So far I've pugged as demo, medic, and scout on this map and enjoyed it very much. It's coming together great and showing off that construction theme real nicely.
21
#21
3 Frags +

So it's been a while since I last updated this thread, but I've been working on and off on this map since I last stopped. So here is cp_craneway_b5

Download
BZ2

Changs:

b5:
-Redid spawn.
-Redid last.
-Redid lobby.
-Changed detailing on last and in lobby.
-Changed some detailing on second.
-Tweaked health ammo placement/values.
-Raised height of buildings on second (forward spawn area).
-Raised height of beams in house.
-Added tiny prop to pillars on mid allowing scouts to double jump onto it.

Screenshots:

http://i.imgur.com/57l1RBz.jpg

http://i.imgur.com/ukYEqW8.jpg

http://i.imgur.com/YPIs7yz.jpg

http://i.imgur.com/YPIs7yz.jpg

http://i.imgur.com/p6yTXhk.jpg

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

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

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

http://i.imgur.com/Wm1pATe.jpg

http://i.imgur.com/ZW15K8Z.jpg

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

So it's been a while since I last updated this thread, but I've been working on and off on this map since I last stopped. So here is cp_craneway_b5

[url=https://imgur.com/Br36Piy]Download[/url]
[url=https://imgur.com/Br36Piy]BZ2[/url]

Changs:
[QUOTE]
b5:
-Redid spawn.
-Redid last.
-Redid lobby.
-Changed detailing on last and in lobby.
-Changed some detailing on second.
-Tweaked health ammo placement/values.
-Raised height of buildings on second (forward spawn area).
-Raised height of beams in house.
-Added tiny prop to pillars on mid allowing scouts to double jump onto it.
[/QUOTE]

Screenshots:

[img]http://i.imgur.com/57l1RBz.jpg[/img]

[img]http://i.imgur.com/ukYEqW8.jpg[/img]

[img]http://i.imgur.com/YPIs7yz.jpg[/img]

[img]http://i.imgur.com/YPIs7yz.jpg[/img]

[img]http://i.imgur.com/p6yTXhk.jpg[/img]

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

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

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

[img]http://i.imgur.com/Wm1pATe.jpg[/img]

[img]http://i.imgur.com/ZW15K8Z.jpg[/img]

[img]http://i.imgur.com/dujwvpz.jpg[/img]
22
#22
8 Frags +

Thanks to a bit of necromancy by Lucrative this map is in-development once again.

Thanks to a bit of necromancy by Lucrative this map is in-development once again.
23
#23
2 Frags +

map is hella fun, thanks for bringing it back and for your hard work bereth :)

map is hella fun, thanks for bringing it back and for your hard work bereth :)
24
#24
3 Frags +

nice good fun map
nice and good and fun

nice good fun map
nice and good and fun
25
#25
-4 Frags +

I am having bad fps issues on this map in solo servers. I normally run 250+ on process in same conditions and am getting 100-150 on this map.

I am having bad fps issues on this map in solo servers. I normally run 250+ on process in same conditions and am getting 100-150 on this map.
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