During the cp_freight discussion thread, someone mentioned that they would like to see a horseshoe-shaped push cp map, and that's what this is. I had a quick run through by myself and it looks good in terms of distance between points, open-ness, good areas to fight in, etc. I didn't test respawn times so I wondering if anyone has played it before.
I know in the freight thread someone said that the team constantly turning left would have a slight advantage due to the way soldiers fire rockets, but I don't think that will be an issue considering the map is obviously more complex than just a single, turning corridor.
There's been a lot of map discussion recently and a desire for new competitive maps, so hopefully this one can work?
Yea, I want to see how that point plays in particular. It doesn't seem like it's any harder to get into than point 2 of well or granary though. In other words, you'll probably have to push in with uber if the entire other team is set up there defending, but you do that on any push map.
It's a really good map (based off running though it for 30 minutes). Everyone is looking for competitive maps, well there's plenty out their that may have been overlooked. Mappers may not be the only problem, us not looking for maps could be one too. I might try this out in a pug, if I do I'll see how I like it.
This map seems basically like redstone, it has the skeleton of a decent push map but there's a lot of artistic goop slopped on it in the form of unnecessary props and doors and side rooms and whatnot. A lot of non-Valve mappers seem to overestimate the amount of detail Valve puts in the map itself as opposed to the inaccessible areas in the background and skyboxes.
I also didn't see a whole lot in the way of interesting vertical play like there is on badlands 2/4 or granary mid, there were of course lots of height differences but they weren't as drastic and the ramps seemed much more easy (as opposed to the time-cost incurred for a walking class to get up on the granary crates or the badlands spire).
seems like there is a lot of crap to get hung up on.
dunno if it's been mentioned but i think cp_raiden could be an option. it's like granary with more vertical options in the yard. http://www.fpsbanana.com/maps/63762 (pics are of only blu side... red is the same though)
Well we should have people test out resonance. People can say its bad or good, if it's not good, then move on to the next map. I'm pretty sure there's a lot of potential maps out there. The competitive community just needs to explore them and look for them...
Gonna try it out on a PUG today. I saw Raiden a long while back, works well for Highlander, might be a little big for 6's. I highly suggest checking out pl_waste http://www.fpsbanana.com/maps/78364 and giving it a shot, its a blast.
I agree with #6 about Resonance, reminds me of Redstone in that the "skeleton" is good but its little too big.
Played it in the pug, my team loved it. We were worried about the choke points around point 2, but it didn't ever become a problem in game. If anything, it's more open than granary point 2. I liked the different routes between mid and 2.
We felt like the final cap is a little fast, because that last room is pretty big and the respawn is kind of far away, but if we had been more prepared it might not have been an issue.
The middle fight played pretty well. Plenty of room for scouts to flank, while still having plenty of cover for your medic. Good healthpack placement, and good opportunities for quick rocket/sticky jumps to mid and around the map. Differences in height aren't as big as in granary, obviously, but there was still enough to make it interesting. Sort of like the inside of cp_well, but not.
There does seem to be an excessive amount of props, but most of them form walls, as opposed to just being in the center of a room/area. I played scout and never really had a problem getting stuck on anything.
Right now the timer is broken for tournament mode, I'll see if I can get ahold of the author and get him to fix it. This map is as good as any other custom push cp map, and I think most of you would prefer it to cp_freight, and probably cp_well also.
Hi everyone. I'm the map maker. Glad you guys enjoyed the map! I'm definitely going to be looking into clearing up some of the "junk" or at least making it more wall/corrguated metalish instead of boxes and barrels.
As far as tournament mode goes: How do I fix that? Is there a certain entity I need to put in so that I works for tournies? Let me know and I'll def implement it for the next version. My internet is a bit sporadic at the moment (typing this from my university) so I might be a bit slow to respond.
Bump for support, lets get some more scrims of this map (and any version Scorpio updates - thanks, by the way) and get some more opinions from some of the top teams.
It's rare to have a mapmaker who's tuned into and welcome to suggestions from the competitive community, so we should take advantage of this and offer some support and advice.
Props to the mapmaker for being proactive. It would great to see some cevo-p teams look at it, I'm sure ppl would play it if those guys approved. :p
#18, Observatory works for bigger matches, for 6's its a pretty much a no go. Also if a team caps 3, the smoke is there the entire next round making it unplayable.
kankle, is observatory really that big for 6s? It can't be bigger than gravelpit, it just isn't split as nicely into 3 distinct areas. I'm sure we could get in contact with the author to fix the smoke problem.
Yeah, the map wasn't designed for 6's (observatory). Even that last cap takes REALLY long time to cap, which doesn't fit the 6's playstyle. But yes, I agree. People should try playing cp_resonance and see how they like it. I personally haven't played it, but have heard good things about it~
I've played this map and I've got to say its one of the better custom push maps.
We will be starting a new contest soon over at TF2Maps.net and would like to do something for the competitive side of the community. I've heard you guys like push maps?
If you have suggestions/stuff you'd like to see, please email me at admin[at]tf2maps.net
Yeah ... I'm surprised nobody has even just taken the "shell" of Gravel Pit and done some different cap points and connectors. There's plenty of interesting things you can do with that kind of space while maintaining such a straightforward layout.
You should try to compile a list of competitive mapping "dealbreakers" from people who play competitively. Things that can turn even the best map into a crapfest, like
- bad spawn times - map doesn't end when time is up - stopwatch is broken - bad chokepoints - able to see/shoot through walls/doors - bad fps - resupply cabinets too close to a control point - takes too long or too short to cap a point - map too big or too small - not enough verticality - not enough alternate routes - too much clutter or too easy to get stuck on props/walls/doorways
There are more, and some are more obvious than others, but even the best looking map can be ruined by this sort of stuff. I know the people at tf2maps.net are capable of making good looking maps, but that doesn't cut it by itself.
b5 has been uploaded. Made changes to the layout concerning the junk which might impede movement. Let me know what you guys think. I've also made posts in the tf2maps.net and valve map forums.
Played the new version in a pug last night 5, I thought all the changes were pretty good. There's not much left for you to do except get more people playing the map, IMO. Anyone interested in getting new maps into leagues needs to check this one out.
It's great to see the TF2 competitive and mapmaking communities finally working together. If we can get two or three quality custom Push or A/D maps put into the competitive rotation, along with anything Valve comes out with in the next update, we just might get the kickstart we've all been hoping for.
Once again, I STRONGLY urge you guys to try out this map. We've played more than 10 pick-ups on it, and everyone has been a close, balanced game. I constantly check for new push maps, and this is by far the best one for comp play ever made by a non Valve employee. Take the time to run through it, or come to the TF2F PUGs, we play it a lot there. Msg me if you want the info on those: steam- b_myne
cp_resonance
http://www.fpsbanana.com/maps/77042
During the cp_freight discussion thread, someone mentioned that they would like to see a horseshoe-shaped push cp map, and that's what this is. I had a quick run through by myself and it looks good in terms of distance between points, open-ness, good areas to fight in, etc. I didn't test respawn times so I wondering if anyone has played it before.
I know in the freight thread someone said that the team constantly turning left would have a slight advantage due to the way soldiers fire rockets, but I don't think that will be an issue considering the map is obviously more complex than just a single, turning corridor.
There's been a lot of map discussion recently and a desire for new competitive maps, so hopefully this one can work?
I might try this out in a pug, if I do I'll see how I like it.
I also didn't see a whole lot in the way of interesting vertical play like there is on badlands 2/4 or granary mid, there were of course lots of height differences but they weren't as drastic and the ramps seemed much more easy (as opposed to the time-cost incurred for a walking class to get up on the granary crates or the badlands spire).
dunno if it's been mentioned but i think cp_raiden could be an option. it's like granary with more vertical options in the yard. http://www.fpsbanana.com/maps/63762 (pics are of only blu side... red is the same though)
The competitive community just needs to explore them and look for them...
I agree with #6 about Resonance, reminds me of Redstone in that the "skeleton" is good but its little too big.
We felt like the final cap is a little fast, because that last room is pretty big and the respawn is kind of far away, but if we had been more prepared it might not have been an issue.
The middle fight played pretty well. Plenty of room for scouts to flank, while still having plenty of cover for your medic. Good healthpack placement, and good opportunities for quick rocket/sticky jumps to mid and around the map. Differences in height aren't as big as in granary, obviously, but there was still enough to make it interesting. Sort of like the inside of cp_well, but not.
There does seem to be an excessive amount of props, but most of them form walls, as opposed to just being in the center of a room/area. I played scout and never really had a problem getting stuck on anything.
Right now the timer is broken for tournament mode, I'll see if I can get ahold of the author and get him to fix it. This map is as good as any other custom push cp map, and I think most of you would prefer it to cp_freight, and probably cp_well also.
As far as tournament mode goes: How do I fix that? Is there a certain entity I need to put in so that I works for tournies? Let me know and I'll def implement it for the next version. My internet is a bit sporadic at the moment (typing this from my university) so I might be a bit slow to respond.
http://forums.tf2maps.net/showthread.php?..
#18, Observatory works for bigger matches, for 6's its a pretty much a no go. Also if a team caps 3, the smoke is there the entire next round making it unplayable.
I still urge you to check out pl_waste! I think it could be great for 6's http://www.fpsbanana.com/maps/78364
EDIT: Can't hurt to try it, though, I might be wrong. It is a really good map.
But yes, I agree. People should try playing cp_resonance and see how they like it. I personally haven't played it, but have heard good things about it~
all these maps are better than fastlane
67.228.20.149:27015 TFTrue - No Crits - Stock Rotation - Dallas
We will be starting a new contest soon over at TF2Maps.net and would like to do something for the competitive side of the community. I've heard you guys like push maps?
If you have suggestions/stuff you'd like to see, please email me at admin[at]tf2maps.net
You should try to compile a list of competitive mapping "dealbreakers" from people who play competitively. Things that can turn even the best map into a crapfest, like
- bad spawn times
- map doesn't end when time is up
- stopwatch is broken
- bad chokepoints
- able to see/shoot through walls/doors
- bad fps
- resupply cabinets too close to a control point
- takes too long or too short to cap a point
- map too big or too small
- not enough verticality
- not enough alternate routes
- too much clutter or too easy to get stuck on props/walls/doorways
There are more, and some are more obvious than others, but even the best looking map can be ruined by this sort of stuff. I know the people at tf2maps.net are capable of making good looking maps, but that doesn't cut it by itself.
http://www.fpsbanana.com/maps/79814
http://www.fpsbanana.com/maps/82300
http://www.fpsbanana.com/maps/82300
steam- b_myne
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