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[Contest Entry WIP] cp_resonance_b6
Created 27th February 2009 @ 00:15
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Hey everyone. People have been commenting pretty positively on my map so I figured I’d enter it here. Please let me know what you think!
Its a five point cp map in the same vein as granary or badlands. The maps basic layout is a U shape and the emphasis is generally on close quarters combat over varying heights. The skybox needs a bit of work and the middle point might be changed slightly in the next version, but as for that I’m relatively happy with the layout. I just need playtest feedback for what people think should be done to parts of the layout.
http://www.fpsbanana.com/maps/82300
Edit: Forgot to include some basic playstyle information. The middle point feels fairly similar to granary in that its a mad dash for the center. Unlike granary, the point is a bit lower down and scouts should be aware of the potential need to fall back when the big guns roll in. The second-fourth point is a raise platform surrounded by structures and doorways into the final area. The point can be attacked from two possible angles, as well as aerial jumps. The attacking team can utilize an upper pathway to get a view of the combat space before entering, though the defending team can use crates to get up there as well at the cost of some time. The structure to the side of the main point holds some medium health and ammo, meaning that the team on the point needs to retreat briefly for ammo, and must drop below to get health. The final point is a lowered section with some platforms surrounding it. The attacking team might need to clear the area from above before advancing and the defenders need to keep above in order to push the attackers back. There is an alternate path at the far side of the area, but again it costs time to utilize it as an exit and the attacking team can walk right in while the defenders are trying to exit.
The map is generally fairly close range with a variety of possible close range points. This might give the pyro a bit more playability in competitive matches, though it may lose some of that when trying to push for the middle. Spies have plenty of options as far as infiltration goes, and can be used on defense via the upper pathway to secure the middle point.
looks great, ill get it in on the new playtest rotation
Well, I already know who won this contest! :) Well, I’m never going to make this deadline and compete against this.
Well, I love this map, it’s already in great shape and this contest should provide all the play testing you need to get this into final release form.
Also, did you add supports for the stair & platforms in the middle point?
Not quite your usual competitive map in terms of symmetry. The thing that is on the left side for red, is on the right side for blu, could cause confusion at first times.
But it does NOT matter, if you ask me. Looks like the map could hold its own in this contest very well by the looks of it! I’m anxious to see how this plays out :)
had a single look at it and the map looks nice. only thing i saw without playing is that there are only few ammo packs. try to place a few more near the 5 cp’s. especially when fighting amongst the last one there is only the pack up on the room with the window
Thanks guys. On the ammo packs on the last cps, I’m a little bit hesitant to add anything significant in that area ammo wise, but it should be noted that i’ll be re-adding a ramp to get back up to the spawn area so defenders can still resupply without having to travel to far.
I’m also likely to add another ammo box in the hallway with the lit pipes, as the room next to it is going to be slightly altered in layout. This should give the attackers two possible ammo locations to fall back to, without having to go too far.
CJ is correct, if the map does not meet the requirement of rotational symmetry im afraid it cant be entered until that is corrected. I hope you can address this problem soon if you wish it to be entered as its a promising map
What’s wrong with reflectional symmetry? Have you played this map in a scrim?
I’d certainly put it above well and freight, let’s just say that.
whilst it might indeed be a better map than freight :P we have to use rotational symmetry. The nature of what we do means that both teams need to be given EXACTLY the same oppertunities, to stop any conflicts. In a map that does not play exactly the same for both teams you find not only subtle gameplay differences but ‘favourite’ sides.
Biggest thing to note is that soldiers favour approaching a corner heading left, due to the fact they fire from the right shoulder.
That would only be true if the map were a simple U-shaped corridor. Speaking of same exact opportunities, what about the lamp on well or the tiny ledges on the pillars of granary point 2? Both only available on one side.
But they have Valve’s blessing!
(this makes things that aren’t alright just fine)
If your confident it has nil effect on the gameplay we can playtest it to verify that the map works as it is :)
I wouldn’t know precisely how this would work per league rules or anything, but any map may be set (in hammer) to switch team sides on round end. Presuming an even number of plays, each team would then get to experience the same gameplay.
I really suggest you give this map a shot, every time I play a pug on it I end up having a lot of fun.
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