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Euclid (5cp)
1
#1
0 Frags +

A bit new to this, hopefully nothing went wrong here (and if anything DOES go wrong, I'll fix it as soon as possible).

cp_euclid is a standard 5cp I've been working on for about 2 weeks off and on. Right now it doesn't have much of a """theme""" as I want to get the gameplay where it should be before anything else. Inspirations are from all over the various 5cp maps. The map's been tested a small bit on tf2maps to iron out some things, but now it's here too.
Current version (circa May 25 2018): A3

tf2maps post (includes screens and download): https://tf2maps.net/downloads/euclid.6015/
screenshot album (just in case): https://imgur.com/a/xLYWQiN

A bit new to this, hopefully nothing went wrong here (and if anything DOES go wrong, I'll fix it as soon as possible).

cp_euclid is a standard 5cp I've been working on for about 2 weeks off and on. Right now it doesn't have much of a """theme""" as I want to get the gameplay where it should be before anything else. Inspirations are from all over the various 5cp maps. The map's been tested a small bit on tf2maps to iron out some things, but now it's here too.
Current version (circa May 25 2018): A3

tf2maps post (includes screens and download): https://tf2maps.net/downloads/euclid.6015/
screenshot album (just in case): https://imgur.com/a/xLYWQiN
2
#2
5 Frags +

https://i.imgur.com/TKVwC36.jpg

make the highest gray ring steppable on like badlands -> some dodgeablilty when using the spot + ease of access

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

When i walk on them it's not smooth, and I couldnt test on my own rocket splash on the vertical parts of stairs. I suggest smoothing the movement at least.

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

Potentially imbalanced sightline + not sure about medium HP on last so close to the lobby HP.

https://i.imgur.com/YZvguUA.jpg

Imba sightline watching 2 doors for free

https://i.imgur.com/zWFJtCr.jpg

This platform needs to be less shallow. As defender i can just spam the walls and hit anything. On gullywash for example this is not the case.

All the last lobby -> 2nd doors are extremely abusable for people standing on 2nd. It makes for a very frustrating experience not to be able to push out of last. If anything these doors should be reversed with the last point on first floor of building so that it's easy to go from lobby -> 2nd and hard to go from 2nd -> lobby to give incentives to defenders to forward hold and be aggressive.

https://i.imgur.com/IdpM0Eg.jpg

If you dont want people to stand there dont make it look like it's possible to jump on it

Sniper looks super strong on 2nd. The ability to go from mid to last lobby is nice.

https://i.imgur.com/prN[img]

AihW.jpg[/img]
too tiny and too steep, you should just remove this area imo.

https://i.imgur.com/iIqyYbL.jpg

If I jump from there i can see everything on mid

I suggest getting a new design for your last room, and a new design for your 2nd point while keeping the barriers and trucks thingy. Perhaps some kind of freight loading deck or train cars to break those sightlines.

https://i.imgur.com/LpzAeoC.jpg

I like your mid/2nd transitions but perhaps the big door there could be expanded some way (like how new reckoner has super high ceiling), because as it stands now this door is both very far away from the enemy and is a mandatory uber pop if you want to go thru.

gl

[img]https://i.imgur.com/TKVwC36.jpg[/img]
make the highest gray ring steppable on like badlands -> some dodgeablilty when using the spot + ease of access

[img]https://i.imgur.com/sjAtYVV.png[/img]
When i walk on them it's not smooth, and I couldnt test on my own rocket splash on the vertical parts of stairs. I suggest smoothing the movement at least.


[img]https://i.imgur.com/dWQoWQh.png[/img]
Potentially imbalanced sightline + not sure about medium HP on last so close to the lobby HP.

[img]https://i.imgur.com/YZvguUA.jpg[/img]
Imba sightline watching 2 doors for free

[img]https://i.imgur.com/zWFJtCr.jpg[/img]
This platform needs to be less shallow. As defender i can just spam the walls and hit anything. On gullywash for example this is not the case.

All the last lobby -> 2nd doors are extremely abusable for people standing on 2nd. It makes for a very frustrating experience not to be able to push out of last. If anything these doors should be reversed with the last point on first floor of building so that it's easy to go from lobby -> 2nd and hard to go from 2nd -> lobby to give incentives to defenders to forward hold and be aggressive.

[img]https://i.imgur.com/IdpM0Eg.jpg[/img]
If you dont want people to stand there dont make it look like it's possible to jump on it

Sniper looks super strong on 2nd. The ability to go from mid to last lobby is nice.

[img]https://i.imgur.com/prN[img][/img]AihW.jpg[/img]
too tiny and too steep, you should just remove this area imo.

[img]https://i.imgur.com/iIqyYbL.jpg[/img]
If I jump from there i can see everything on mid

I suggest getting a new design for your last room, and a new design for your 2nd point while keeping the barriers and trucks thingy. Perhaps some kind of freight loading deck or train cars to break those sightlines.


[img]https://i.imgur.com/LpzAeoC.jpg[/img]
I like your mid/2nd transitions but perhaps the big door there could be expanded some way (like how new reckoner has super high ceiling), because as it stands now this door is both very far away from the enemy and is a mandatory uber pop if you want to go thru.

gl
3
#3
11 Frags +

Should have called it cp_non_euclid and made an M. C. Escher map

Should have called it cp_non_euclid and made an M. C. Escher map
4
#4
3 Frags +

Here's an imgur album with some thoughts in the captions.
https://imgur.com/a/rdVtsCY

Mid to second stalemates seem a bit brutal; there isn't much space for soldiers to easily bomb in deep enough, but there is enough high ground and vision into chokes for scouts and spam to deny said soldier bombs. The house is cramped and easy to spot into from second, bar the shutter door, which is right next to a massive rock somebody surely would be standing on in a stalemate situation. I also see little reason for the team on second to move into the house, as there is plenty of good ground on second itself, so there seems to be little possibility for the attackers to pick someone who overextends, as there is little reason to overextend (except maybe boredom/impatience). At first glance there also seem to be no terribly effective sightlines into/from second bar one (which may not even be intentional, see screenshot), so a successful sac or sniping the stalemate away seems quite difficult. I put some suggestions for soldier bombs from valley in the captions, but the house area at second seems quite unforgiving for the attacking team regardless.

In general second seems a bit cramped with props and height differences, I feel like the second points on popular 5cp maps have a wider and more open area to play in (bar sunshine or metalworks perhaps).

Map needs to be playtested to see what's good and bad of course.

Here's an imgur album with some thoughts in the captions.
https://imgur.com/a/rdVtsCY

Mid to second stalemates seem a bit brutal; there isn't much space for soldiers to easily bomb in deep enough, but there is enough high ground and vision into chokes for scouts and spam to deny said soldier bombs. The house is cramped and easy to spot into from second, bar the shutter door, which is right next to a massive rock somebody surely would be standing on in a stalemate situation. I also see little reason for the team on second to move into the house, as there is plenty of good ground on second itself, so there seems to be little possibility for the attackers to pick someone who overextends, as there is little reason to overextend (except maybe boredom/impatience). At first glance there also seem to be no terribly effective sightlines into/from second bar one (which may not even be intentional, see screenshot), so a successful sac or sniping the stalemate away seems quite difficult. I put some suggestions for soldier bombs from valley in the captions, but the house area at second seems quite unforgiving for the attacking team regardless.

In general second seems a bit cramped with props and height differences, I feel like the second points on popular 5cp maps have a wider and more open area to play in (bar sunshine or metalworks perhaps).

Map needs to be playtested to see what's good and bad of course.
5
#5
3 Frags +

I think the 2nd/mid chokes are good in that the attackers, whoever they are, can rotate their way around the defenders very easily.

I think the 2nd/mid chokes are good in that the attackers, whoever they are, can rotate their way around the defenders very easily.
6
#6
0 Frags +

Wow, that was quicker than I expected.

TwiggyWhen i walk on them it's not smooth, and I couldnt test on my own rocket splash on the vertical parts of stairs. I suggest smoothing the movement at least.

That's the result of me doing the "two brush" method for clipping spiral stairs. It might take me a bit, but I'll definitely update the stair clipping to use more triangles (or make them not spiral stairs at all).

TwiggyThis platform needs to be less shallow. As defender i can just spam the walls and hit anything. On gullywash for example this is not the case.

Too thin or not high enough? Or both? I'm guessing too thin, which I agree may be problematic.

Wow, that was quicker than I expected.

[quote=Twiggy]When i walk on them it's not smooth, and I couldnt test on my own rocket splash on the vertical parts of stairs. I suggest smoothing the movement at least.[/quote]
That's the result of me doing the "two brush" method for clipping spiral stairs. It might take me a bit, but I'll definitely update the stair clipping to use more triangles (or make them not spiral stairs at all).

[quote=Twiggy]This platform needs to be less shallow. As defender i can just spam the walls and hit anything. On gullywash for example this is not the case.[/quote]
Too thin or not high enough? Or both? I'm guessing too thin, which I agree may be problematic.
7
#7
2 Frags +

yes too thin. I can't say much about height, it sorta looks okay for me (before play testing it).

yes too thin. I can't say much about height, it sorta looks okay for me (before play testing it).
8
#8
3 Frags +

So I made a new version. Granted, the changes aren't based on gameplay, since I have no idea if A3 has been played on yet, so I'm gonna call it A3a instead of A4. These changes may not be final, but I think they're superior to A3.

Download and changelog at tf2maps: https://tf2maps.net/downloads/euclid.6015/

So I made a new version. Granted, the changes aren't based on gameplay, since I have no idea if A3 has been played on yet, so I'm gonna call it A3a instead of A4. These changes may not be final, but I think they're superior to A3.

Download and changelog at tf2maps: https://tf2maps.net/downloads/euclid.6015/
9
#9
5 Frags +

Just played it. Here's my notes:

A. If the demo gets his rollout right he can lay down far too much spam (i was able to prepare 3 stickies) before the enemy team gets there (as in, the medic etc)

B. The sniper sightline on last is too big

C. There's no actual choke to hold on second. The rock is just splitting it and making it hard to hold/maintain

D. Spawn times are far too fast

E. you should add a few hiding spots (like lamp in gully)

Just played it. Here's my notes:

A. If the demo gets his rollout right he can lay down far too much spam (i was able to prepare 3 stickies) before the enemy team gets there (as in, the medic etc)

B. The sniper sightline on last is too big

C. There's no actual choke to hold on second. The rock is just splitting it and making it hard to hold/maintain

D. Spawn times are far too fast

E. you should add a few hiding spots (like lamp in gully)
10
#10
0 Frags +

Thanks for the feedback! Do you have a demo of when you played on it?

Thanks for the feedback! Do you have a demo of when you played on it?
11
#11
1 Frags +
PaperPlayerXThanks for the feedback! Do you have a demo of when you played on it?

https://serveme.tf/uploads/76561198011988825-795156-305-20180604.zip

[quote=PaperPlayerX]Thanks for the feedback! Do you have a demo of when you played on it?[/quote]
https://serveme.tf/uploads/76561198011988825-795156-305-20180604.zip
12
#12
0 Frags +
StereoA. If the demo gets his rollout right he can lay down far too much spam (i was able to prepare 3 stickies) before the enemy team gets there (as in, the medic etc)

Currently redesigning the rock area, part of the changes should make the fast rollout I kept seeing at least a little bit slower.

StereoB. The sniper sightline on last is too big

I can fix this pretty easily. Snipers definitely shouldn't be able to cover that area for free from near the spawn door.

StereoC. There's no actual choke to hold on second. The rock is just splitting it and making it hard to hold/maintain

Again, redesigning. Something like a tall building connected by a tiny bridge to the valley vantage point.

StereoD. Spawn times are far too fast

Thank you. Will definitely be fixed in A4.

StereoE. you should add a few hiding spots (like lamp in gully)

A lot of those hiding spots seem to crop up during detailing/beta, but I'll see what I can do.

[quote=Stereo]A. If the demo gets his rollout right he can lay down far too much spam (i was able to prepare 3 stickies) before the enemy team gets there (as in, the medic etc)[/quote]
Currently redesigning the rock area, part of the changes should make the fast rollout I kept seeing at least a little bit slower.
[quote=Stereo]B. The sniper sightline on last is too big[/quote]
I can fix this pretty easily. Snipers definitely shouldn't be able to cover that area for free from near the spawn door.
[quote=Stereo]C. There's no actual choke to hold on second. The rock is just splitting it and making it hard to hold/maintain[/quote]
Again, redesigning. Something like a tall building connected by a tiny bridge to the valley vantage point.
[quote=Stereo]D. Spawn times are far too fast[/quote]
Thank you. Will definitely be fixed in A4.
[quote=Stereo]E. you should add a few hiding spots (like lamp in gully)[/quote]
A lot of those hiding spots seem to crop up during detailing/beta, but I'll see what I can do.
13
#13
1 Frags +

New update, now A4.

tf2maps post: https://tf2maps.net/downloads/euclid.6015/
Changelog and download can be found there.

New update, now A4.

tf2maps post: https://tf2maps.net/downloads/euclid.6015/
Changelog and download can be found there.
14
#14
2 Frags +

hey man, I really like the direction of this map (also hydro props are awesome)

I made an imgur of some feedback i have! would love to see an update and i can try and get this playtested for you!

https://imgur.com/a/3tNlfII

hey man, I really like the direction of this map (also hydro props are awesome)

I made an imgur of some feedback i have! would love to see an update and i can try and get this playtested for you!

https://imgur.com/a/3tNlfII
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