SitrulusMelon
Account Details
SteamID64 76561198932763170
SteamID3 [U:1:972497442]
SteamID32 STEAM_0:0:486248721
Country Philippines
Signed Up April 16, 2025
Last Posted June 17, 2025 at 1:01 PM
Posts 24 (0.1 per day)
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#16 Gelid 5CP in Map Discussion
rentsSitrulusMelon would raising up the pillar/radar would solve the issue?
I guess so yeah as long as the dish was above the skybox (which I think could probably do with being raised) and at that point your gonna need a really tall tower which might look a bit odd. Could do with a redesign on the detail to make it more like a realistic satellite tower a la reckoner.
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alright, noted.. I am planning to overhaul mid but still wanna keep what is in the point being the radar, as it is such an iconic set piece for the map but yeah a radio tower could also work, I will see what would fit.

posted 5 months ago
#14 Gelid 5CP in Map Discussion
rentsSitrulusMelonTobhttps://youtu.be/0XWJ8sZAfz4

went in blind, recorded 58 minutes of yapping

Firstly the radar doesn't really affect gameplay that much since it's non-collision (although if it did affect anything do tell me)

Also to add to this, I think the issue with the satellite is more so that it can affect your bombs in the fact if you do the same jump on different teams you could have vision blocked by it. It's a more minor thing since its non-solid but it does technically make the map asymmetrical which could lead to teams having a preference on whether they are blu or red.

would raising up the pillar/radar would solve the issue?

posted 5 months ago
#11 Gelid 5CP in Map Discussion
Tobhttps://youtu.be/0XWJ8sZAfz4

went in blind, recorded 58 minutes of yapping

Thank you for taking the time to review and yap about the map, haha... I will respond to some things you said in the videos. Firstly the radar doesn't really affect gameplay that much since it's non-collision (although if it did affect anything do tell me), also in the mid the cap zone is actually marked by overlays, it just happened that in your game overlay was disabled. There are actually intended rollouts in like in the very early development phase of the map as one of my friends helped discover the rollouts but I will take your suggestions regarding the health packs for a smoother flow. And speaking of flow. I do agree 2nd rn is quite 50/50 some parts are good but another part is filled with issues and also the mid is also the weakest of the map which is the same sentiment with other people.

I'm planning to do some overhaul in mid and take some suggestions into consideration and also some slight makeovers on the 2nd area. Last doesn't need that much change and you mentioned the fence at the left side I still wanna keep it as is, because i don't want to cramp the area more. Though the other side does really need some expanding for a bit.

That's it, really thanks for giving a review in a perspective of how it will play out. It would be appreciated if it were to be scrimmed to see if that would be really the case and I could start implementing all the feedback and suggestions and make the map more smoother. I have plans on the map already but your feedback is appreciated since it just reinforces my planned changes to the map. Cheers :)

posted 5 months ago
#9 Gelid 5CP in Map Discussion

I'll be updating the map soon, thanks for rents for giving a very in depth feedback, on the ins and outs of the map and how it plays and pointing out the issues and some flaws. I'll be updating some parts of the maps to be more viable in the format as well as updating some visuals on it. hoping that once the next update is release it will finally be played or pick up by PUGs.

posted 5 months ago
#8 Gelid 5CP in Map Discussion
nowahiirc you can change the footstep sound of the texture using VTFedit. You will have to pack the new textures into the bsp aswell tho.

Oh right VTF edit, I forgot about that. I could make a custom texture in the future

posted 5 months ago
#6 Gelid 5CP in Map Discussion
capnnofapni would like it if you made it so that when youre running/jumping on the metal grate high ground at mid, it didnt trigger the clunky metal footstep sound. I think its fine in the transition areas, but on mid i could see it getting a little... grating hahahahaha

sadly don't know how to work around on that, that is just how the texture works in TF2

posted 5 months ago
#4 Gelid 5CP in Map Discussion

Update Release: B6A

mostly bug fixes and some smaller tweaks

- smooth clipping all doors
- more clips on other areas for a smoother flow
- patched some perch spots
- patched some hidden sticky spots
- adjusted some overlays and textures
- adjusted displacement on mid, and small adjustment of the displacement in 2nd
- subtle adjustments of geometry on some parts of the map
- other miscellaneous fixes and such

posted 5 months ago
#3 Gelid 5CP in Map Discussion

Thank you for the feedback Rents! appreciated it. yeah most of the clipping issues are oversight on my part thanks for pointing them out, I will eventually fix those perch spots and such and make things more smoother, and yeah some visual oddities i still need to fix to make it more polished. regarding arrow its intentional some areas have both red and blu because its where most of the traffic between teams as I noticed. although I will fix the missing overlay, thanks for pointing out that too.

As for the feedback on the layout I will take everything into consideration, although I will still need some data for it to be change but still thanks for mentioning the ins and outs. the layout was rather avant-garde so i was already expecting that there might be some issue since it was really experimental to begin with but still somewhat following the basic design process of other maps. lastly it havent been played in a serious 6v6 format it was mostly played in 12v12 looking on how it plays in an actual match so yeah raw data is needed but again I will take note of all of this information and adjusted accordingly if it was played in PUGs

if you may? can we discuss it further through discord if you want to (if not it's fine). my discord is simply named sitrulusmelon. thank you

posted 5 months ago
#1 Gelid 5CP in Map Discussion

Introducing cp_gelid

5CP designed for both casual and competitive, offering a lot of space to play around, verticality and high ground and several choices to push in. The map is rather experimental on its design with mid being double layer and the overall layout might look unconventional however it has certain elements found in standard 5CP so it plays like it too. (inspired by maps such as reckoner, gullywash, badlands and metalworks)

Originally made for the 2024 TF2M 72 hour winter jam.

TF2Maps Links: https://tf2maps.net/downloads/gelid.18647/
latest version: B8 (June 16,2025)

Images

posted 5 months ago
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