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cp_abyss
1
#1
0 Frags +

I heard you guys like 5cps, and I have been working on one of those. It takes place in a facility built on the ocean floor in an underwater volcano. I welcome you all to try it out for yourselves to see if it has in potential in the competitive area. If not, then off to publand it will go.

Map download: http://tf2maps.net/downloads/abyss.1265/
Imgur album: http://imgur.com/a/Wv1Jc
Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=702844658

This map deviates a bit from your usual 5cp. As it was originally for the Dynamic Control Point contest, mid was designed to change itself depending on who owned it. The first few shots in the album will show this. Additionally, there is only a base spawn and one forward spawn for each team. The base spawn is located between second and final, but when offense captures second, the defending team will lose their primary path to second, which is somehow represented in this image: http://i.imgur.com/qWvoj4c.jpg.

I heard you guys like 5cps, and I have been working on one of those. It takes place in a facility built on the ocean floor in an underwater volcano. I welcome you all to try it out for yourselves to see if it has in potential in the competitive area. If not, then off to publand it will go.

Map download: http://tf2maps.net/downloads/abyss.1265/
Imgur album: http://imgur.com/a/Wv1Jc
Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=702844658

This map deviates a bit from your usual 5cp. As it was originally for the Dynamic Control Point contest, mid was designed to change itself depending on who owned it. The first few shots in the album will show this. Additionally, there is only a base spawn and one forward spawn for each team. The base spawn is located between second and final, but when offense captures second, the defending team will lose their primary path to second, which is somehow represented in this image: http://i.imgur.com/qWvoj4c.jpg.
2
#2
22 Frags +

that looks fucking dope

that looks fucking dope
3
#3
39 Frags +

SO AESTHETICALLY PLEASING GOOD JOB :)

SO AESTHETICALLY PLEASING GOOD JOB :)
4
#4
21 Frags +

Jeez, how long have you been working on this map? No matter if it is good for comp or not, it looks amazing

Jeez, how long have you been working on this map? No matter if it is good for comp or not, it looks amazing
5
#5
8 Frags +

Definitely an insanely good looking map. As for actual gameplay and flow, I'll let someone smarter than me review it

Definitely an insanely good looking map. As for actual gameplay and flow, I'll let someone smarter than me review it
6
#6
8 Frags +

Looks like some of the changing pathways stuff might be quite confusing and the second point seems like it might be very enclosed.
Despite that the detailing is really nice and I like that it has a very tf2 setting of "international spy base in a volcano"

Looks like some of the changing pathways stuff might be quite confusing and the second point seems like it might be very enclosed.
Despite that the detailing is really nice and I like that it has a very tf2 setting of "international spy base in a volcano"
7
#7
8 Frags +

splendid job on the aesthetics of this map

splendid job on the aesthetics of this map
8
#8
koth_product
3 Frags +

Blade = bae?

Blade = bae?
9
#9
19 Frags +

I'm walking around this map, feeling like I'm in a rachet and clank level. There are so many gradual, curving ramps; was this map designed with bunny hopping in mind?

Also b81?! How long were you keeping this map from the world?

I'm walking around this map, feeling like I'm in a rachet and clank level. There are so many gradual, curving ramps; was this map designed with bunny hopping in mind?

Also b81?! How long were you keeping this map from the world?
10
#10
16 Frags +

An underwater volcano map cannot be bad

An underwater volcano map cannot be bad
11
#11
2 Frags +

really cool looking map, no idea on how it would fit in a comp setting someone with a brain needs to test that
but over all i think the idea of a dynamically changing map is interesting

really cool looking map, no idea on how it would fit in a comp setting someone with a brain needs to test that
but over all i think the idea of a dynamically changing map is interesting
12
#12
9 Frags +

The artpass and lighting are gorgeous jfc how is the framerate on it?

also the dynamic map thing isn't a bad idea and could be pretty cool. A lot of payload maps play with the idea. Even if it doesn't work for 6s, this looks like it'll get into the game eventually because holy shit

The artpass and lighting are gorgeous jfc how is the framerate on it?

also the dynamic map thing isn't a bad idea and could be pretty cool. A lot of payload maps play with the idea. Even if it doesn't work for 6s, this looks like it'll get into the game eventually because holy shit
13
#13
9 Frags +

it looks like a quake map, i like it!

it looks like a quake map, i like it!
14
#14
5 Frags +

Truly outstanding aesthetics. I hope I get a chance to try it out later today.

Truly outstanding aesthetics. I hope I get a chance to try it out later today.
15
#15
7 Frags +

the flowing lava rivers - holy shit that's amazing

the flowing lava rivers - holy shit that's amazing
16
#16
3 Frags +
Scruff_Jeez, how long have you been working on this map? No matter if it is good for comp or not, it looks amazingSmytherI'm walking around this map, feeling like I'm in a rachet and clank level. There are so many gradual, curving ramps; was this map designed with bunny hopping in mind?

Also b81?! How long were you keeping this map from the world?

Started on it sometime in January. First release was in February. Just released the detailed version this month. Here are a couple shots from the first version.
http://i.imgur.com/0oHZci6.jpg
http://i.imgur.com/NioI7GI.jpg

As for the ramps, I just wanted curved ramps. I think they're neat and you rarely ever see them in other maps.

eeeThe artpass and lighting are gorgeous jfc how is the framerate on it?

also the dynamic map thing isn't a bad idea and could be pretty cool. A lot of payload maps play with the idea. Even if it doesn't work for 6s, this looks like it'll get into the game eventually because holy shit

After testing the first detailed version with a server full of players, I noticed my framerate suffered far more than usual. Without anybody on it it was comparable to other maps, so I spent a week simplifying the detailing and trying to optimize what I could. Now framerates should be fairly good, but I'll need to hear from you guys how it compares to other maps.

[quote=Scruff_]Jeez, how long have you been working on this map? No matter if it is good for comp or not, it looks amazing[/quote]

[quote=Smyther]I'm walking around this map, feeling like I'm in a rachet and clank level. There are so many gradual, curving ramps; was this map designed with bunny hopping in mind?

Also b81?! How long were you keeping this map from the world?[/quote]

Started on it sometime in January. First release was in February. Just released the detailed version this month. Here are a couple shots from the first version.
http://i.imgur.com/0oHZci6.jpg
http://i.imgur.com/NioI7GI.jpg

As for the ramps, I just wanted curved ramps. I think they're neat and you rarely ever see them in other maps.

[quote=eee]The artpass and lighting are gorgeous jfc how is the framerate on it?

also the dynamic map thing isn't a bad idea and could be pretty cool. A lot of payload maps play with the idea. Even if it doesn't work for 6s, this looks like it'll get into the game eventually because holy shit[/quote]

After testing the first detailed version with a server full of players, I noticed my framerate suffered far more than usual. Without anybody on it it was comparable to other maps, so I spent a week simplifying the detailing and trying to optimize what I could. Now framerates should be fairly good, but I'll need to hear from you guys how it compares to other maps.
17
#17
2 Frags +

After loading up the map I can already tell that the second point is very flawed.

https://gyazo.com/81b9bde2911352ae695a20f78982c321

The distance from mid and second needs to be increased, and there needs to be a more defined choke point between them. I don't like how the second point is currently situated as the team who wins mid gets free high ground moving into second, making it almost impossible to setup a hold for the second point. Possibly you can move the point further into this room: (https://gyazo.com/b8d4063acde45538fb3b17367b3ed265)

Just my two cents running around the map for a few minutes. Also this is honestly one of the best looking maps I have seen in awhile.

After loading up the map I can already tell that the second point is very flawed.

https://gyazo.com/81b9bde2911352ae695a20f78982c321

The distance from mid and second needs to be increased, and there needs to be a more defined choke point between them. I don't like how the second point is currently situated as the team who wins mid gets free high ground moving into second, making it almost impossible to setup a hold for the second point. Possibly you can move the point further into this room: (https://gyazo.com/b8d4063acde45538fb3b17367b3ed265)

Just my two cents running around the map for a few minutes. Also this is honestly one of the best looking maps I have seen in awhile.
18
#18
1 Frags +

Who/What is this map intended for?

Who/What is this map intended for?
19
#19
6 Frags +

yeah amazing visuals! I think it's the most beautiful map i've ever seen!

Visually i'd say you need to add signsthat tell the players where to go. Otherwise it's perfect.

Gameplay wise, props on walls can cause spash bugs, small spaces below ramps are meh for projectiles, i'm not sure it's a good idea to raise the middle point after it's capped, i'd rather see it the other way around (so holding mid becomes more difficult, and the first midfight is airshot city)

The second point seems quite odd. The point itself is completely enclosed but the attackers can bully defenders out of the big ramp room with their height advantage and then cap the point.

http://puu.sh/pqlmq/af5c97973b.jpg

I cannot climb on this :(

This area is quite odd : perfect for pubs but offers a big sightline for a sniper

http://puu.sh/pqlFj/5f0fddc46b.jpg

http://puu.sh/pqlKJ/7eb470544c.jpg

at least give the guys on mid a way to go there to attack the sniper, or nerf the sightline.

I love your last with the curved ramp.

Overall your map seems perfect for pub play. THere is a bit too much corridors to make a good 6s map because getting flanked and backcapped can become a serious issue, but maybe for HL its ok, i dont know.

I'd love to play it on a pub server!

yeah amazing visuals! I think it's the most beautiful map i've ever seen!

Visually i'd say you need to add signsthat tell the players where to go. Otherwise it's perfect.

Gameplay wise, props on walls can cause spash bugs, small spaces below ramps are meh for projectiles, i'm not sure it's a good idea to raise the middle point after it's capped, i'd rather see it the other way around (so holding mid becomes more difficult, and the first midfight is airshot city)

The second point seems quite odd. The point itself is completely enclosed but the attackers can bully defenders out of the big ramp room with their height advantage and then cap the point.


[img]http://puu.sh/pqlmq/af5c97973b.jpg[/img]
I cannot climb on this :(


This area is quite odd : perfect for pubs but offers a big sightline for a sniper
[img]http://puu.sh/pqlFj/5f0fddc46b.jpg[/img]

[img]http://puu.sh/pqlKJ/7eb470544c.jpg[/img]
at least give the guys on mid a way to go there to attack the sniper, or nerf the sightline.


I love your last with the curved ramp.

Overall your map seems perfect for pub play. THere is a bit too much corridors to make a good 6s map because getting flanked and backcapped can become a serious issue, but maybe for HL its ok, i dont know.

I'd love to play it on a pub server!
20
#20
9 Frags +
trapsterAfter loading up the map I can already tell that the second point is very flawed.

https://gyazo.com/81b9bde2911352ae695a20f78982c321

The distance from mid and second needs to be increased, and there needs to be a more defined choke point between them. I don't like how the second point is currently situated as the team who wins mid gets free high ground moving into second, making it almost impossible to setup a hold for the second point. Possibly you can move the point further into this room: (https://gyazo.com/b8d4063acde45538fb3b17367b3ed265)

Just my two cents running around the map for a few minutes. Also this honestly one of the best looking maps I have seen in awhile.

That's what I'd think too, but from the playtesting I evaluated the proximity of the spawn balanced things out. Right now I'm sure it works just fine, though I'll see how more in-depth testing goes. If it turns out to be bad, I'll be going for a suggestion a friend gave and do something similar to this.
http://i.imgur.com/nHxUiJD.jpg

SmytherWho/What is this map intended for?

Pubs, but wanted to throw it this way to see if there was any potential for it to be competitive. I ain't a competitive player, so I have no idea what makes a map competitive. I just sought to make the map interesting, fun, and fair.

Twiggyyeah amazing visuals! I think it's the most beautiful map i've ever seen!

Visually i'd say you need to add signsthat tell the players where to go. Otherwise it's perfect.

Gameplay wise, props on walls can cause spash bugs, small spaces below ramps are meh for projectiles, i'm not sure it's a good idea to raise the middle point after it's capped, i'd rather see it the other way around (so holding mid becomes more difficult, and the first midfight is airshot city)

The second point seems quite odd. The point itself is completely enclosed but the attackers can bully defenders out of the big ramp room with their height advantage and then cap the point.

http://puu.sh/pqlmq/af5c97973b.jpg
I cannot climb on this :(

This area is quite odd : perfect for pubs but offers a big sightline for a sniper
http://puu.sh/pqlFj/5f0fddc46b.jpg

http://puu.sh/pqlKJ/7eb470544c.jpg
at least give the guys on mid a way to go there to attack the sniper, or nerf the sightline.

I love your last with the curved ramp.

Overall your map seems perfect for pub play. THere is a bit too much corridors to make a good 6s map because getting flanked and backcapped can become a serious issue, but maybe for HL its ok, i dont know.

I'd love to play it on a pub server!

There are signs, but I did too good of a job making them match the aesthetic. They blend in and nobody notices them.
http://i.imgur.com/xMGTOgb.jpg

As for mid, once second gets capped, it reverts to the original layout it had before to make fighting back easier. Sort of a tradeoff.

Next version will make the pipes climbable. Most wall details I tried to keep nonsolid to prevent any explosive oddities, all stairs are clipped with blockbullets as well.

For the sniper sightline, it is only useful against that high ground. Any players using that route have the option of taking a left, which gives them low ground, but completely out of sight of that window/platform. Not to mention that other route which gives no high ground, but can get a lot closer to the point without any worry of snipers.
http://i.imgur.com/xaSkNjY.jpg
http://i.imgur.com/uyVIxtJ.jpg

[quote=trapster]After loading up the map I can already tell that the second point is very flawed.

https://gyazo.com/81b9bde2911352ae695a20f78982c321

The distance from mid and second needs to be increased, and there needs to be a more defined choke point between them. I don't like how the second point is currently situated as the team who wins mid gets free high ground moving into second, making it almost impossible to setup a hold for the second point. Possibly you can move the point further into this room: (https://gyazo.com/b8d4063acde45538fb3b17367b3ed265)

Just my two cents running around the map for a few minutes. Also this honestly one of the best looking maps I have seen in awhile.[/quote]

That's what I'd think too, but from the playtesting I evaluated the proximity of the spawn balanced things out. Right now I'm sure it works just fine, though I'll see how more in-depth testing goes. If it turns out to be bad, I'll be going for a suggestion a friend gave and do something similar to this.
http://i.imgur.com/nHxUiJD.jpg

[quote=Smyther]Who/What is this map intended for?[/quote]

Pubs, but wanted to throw it this way to see if there was any potential for it to be competitive. I ain't a competitive player, so I have no idea what makes a map competitive. I just sought to make the map interesting, fun, and fair.

[quote=Twiggy]yeah amazing visuals! I think it's the most beautiful map i've ever seen!

Visually i'd say you need to add signsthat tell the players where to go. Otherwise it's perfect.

Gameplay wise, props on walls can cause spash bugs, small spaces below ramps are meh for projectiles, i'm not sure it's a good idea to raise the middle point after it's capped, i'd rather see it the other way around (so holding mid becomes more difficult, and the first midfight is airshot city)

The second point seems quite odd. The point itself is completely enclosed but the attackers can bully defenders out of the big ramp room with their height advantage and then cap the point.


[img]http://puu.sh/pqlmq/af5c97973b.jpg[/img]
I cannot climb on this :(


This area is quite odd : perfect for pubs but offers a big sightline for a sniper
[img]http://puu.sh/pqlFj/5f0fddc46b.jpg[/img]

[img]http://puu.sh/pqlKJ/7eb470544c.jpg[/img]
at least give the guys on mid a way to go there to attack the sniper, or nerf the sightline.


I love your last with the curved ramp.

Overall your map seems perfect for pub play. THere is a bit too much corridors to make a good 6s map because getting flanked and backcapped can become a serious issue, but maybe for HL its ok, i dont know.

I'd love to play it on a pub server![/quote]

There are signs, but I did too good of a job making them match the aesthetic. They blend in and nobody notices them.
http://i.imgur.com/xMGTOgb.jpg

As for mid, once second gets capped, it reverts to the original layout it had before to make fighting back easier. Sort of a tradeoff.

Next version will make the pipes climbable. Most wall details I tried to keep nonsolid to prevent any explosive oddities, all stairs are clipped with blockbullets as well.

For the sniper sightline, it is only useful against that high ground. Any players using that route have the option of taking a left, which gives them low ground, but completely out of sight of that window/platform. Not to mention that other route which gives no high ground, but can get a lot closer to the point without any worry of snipers.
http://i.imgur.com/xaSkNjY.jpg
http://i.imgur.com/uyVIxtJ.jpg
21
#21
2 Frags +

I got b81. You might want to try your map with an FPS config then because with one it looks like that :

http://puu.sh/pqpii/b7595656f0.jpg

Thanks for the explainations for the other things!

I got b81. You might want to try your map with an FPS config then because with one it looks like that :

[img]http://puu.sh/pqpii/b7595656f0.jpg[/img]

Thanks for the explainations for the other things!
22
#22
2 Frags +
TwiggyI got b81. You might want to try your map with an FPS config then because with one it looks like that :
Show Content

r_renderoverlayfragment "1"

[quote=Twiggy]I got b81. You might want to try your map with an FPS config then because with one it looks like that :
[spoiler][img]http://puu.sh/pqpii/b7595656f0.jpg[/img][/spoiler]
[/quote]
r_renderoverlayfragment "1"
23
#23
4 Frags +

not an incredibly intuitive layout out of spawn (for me, i could just be retarded) and I'd think second point would be a little weird to cap.

also with the height disadvantage you'd have to have a very aggressively forward hold on last

edit: the map looks incredible, yet runs incredibly well on my computer too. well done

not an incredibly intuitive layout out of spawn (for me, i could just be retarded) and I'd think second point would be a little weird to cap.

also with the height disadvantage you'd have to have a very aggressively forward hold on last

edit: the map looks incredible, yet runs incredibly well on my computer too. well done
24
#24
-1 Frags +
GizmoTwiggyI got b81. You might want to try your map with an FPS config then because with one it looks like that :
Show Content
r_renderoverlayfragment "1"

Yeah as i said some fps configs force this to 0 hence making signs invisible. I think that a mapmaker (esp. since you ask feedback from comp players) should make all the parts of the map renderable regardless of client settings.

[quote=Gizmo][quote=Twiggy]I got b81. You might want to try your map with an FPS config then because with one it looks like that :
[spoiler][img]http://puu.sh/pqpii/b7595656f0.jpg[/img][/spoiler]
[/quote]
r_renderoverlayfragment "1"[/quote]


Yeah as i said some fps configs force this to 0 hence making signs invisible. I think that a mapmaker (esp. since you ask feedback from comp players) should make all the parts of the map renderable regardless of client settings.
25
#25
cp_sunshine, cp_cardinal
17 Frags +
TwiggyGizmoTwiggyI got b81. You might want to try your map with an FPS config then because with one it looks like that :
Show Content
r_renderoverlayfragment "1"

Yeah as i said some fps configs force this to 0 hence making signs invisible. I think that a mapmaker (esp. since you ask feedback from comp players) should make all the parts of the map renderable regardless of client settings.

Sadly we as mapmakers can't force overlays to render when your client has disabled them. That's why nearly all the most relevant signs in Sunshine are props, and why the layout of Reckoner tries to tend you toward certain routes. Lots of comp players play without overlays, which is something to think about when designing maps for comp (which, in fairness, abyss has not been designed for comp)

[quote=Twiggy][quote=Gizmo][quote=Twiggy]I got b81. You might want to try your map with an FPS config then because with one it looks like that :
[spoiler][img]http://puu.sh/pqpii/b7595656f0.jpg[/img][/spoiler]
[/quote]
r_renderoverlayfragment "1"[/quote]


Yeah as i said some fps configs force this to 0 hence making signs invisible. I think that a mapmaker (esp. since you ask feedback from comp players) should make all the parts of the map renderable regardless of client settings.[/quote]

Sadly we as mapmakers can't force overlays to render when your client has disabled them. That's why nearly all the most relevant signs in Sunshine are props, and why the layout of Reckoner tries to tend you toward certain routes. Lots of comp players play without overlays, which is something to think about when designing maps for comp (which, in fairness, abyss has not been designed for comp)
26
#26
6 Frags +

To be honest I'd be really happy to play officials on a map this good looking. With a bit of moving certain things + tweaks etc. I'm sure a different, pro version of this map could be made, and it would be better than metalworks

To be honest I'd be really happy to play officials on a map this good looking. With a bit of moving certain things + tweaks etc. I'm sure a different, pro version of this map could be made, and it would be better than metalworks
27
#27
2 Frags +

If this were to be played in 6s second would need a major revamp. I also feel like the routes between points need to be a bit more streamlined. Aside from that I absolutely adore the aesthetics and love the concept for the midpoint.

If this were to be played in 6s second would need a major revamp. I also feel like the routes between points need to be a bit more streamlined. Aside from that I absolutely adore the aesthetics and love the concept for the midpoint.
28
#28
5 Frags +

obstructions like this pipe make the flanks look very frustrating to fight in, would be good to fix/remove these imo

http://i.imgur.com/2RCfeTA.png

obstructions like this pipe make the flanks look very frustrating to fight in, would be good to fix/remove these imo
[img]http://i.imgur.com/2RCfeTA.png[/img]
29
#29
0 Frags +

what park said, especially when there's clipping like this in small spaces.

what park said, especially when there's clipping like this in small spaces.
30
#30
2 Frags +

unreal tournament/10

and the mid point after capture...

Show Content
IT LIVES
unreal tournament/10

and the mid point after capture...[spoiler]IT LIVES[/spoiler]
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