badlands is still linear in the sense that you go from 1-5 capturing each one on the way. Gravelpit is an example of a non-linear cp because you can go (A-B-C) or (B-A-C), but is an attack-defend style cp map.
in the meantime I suggest everyone check out this granary-like map... looks better then follower. Even though it needs to be player cliped better and other miner tweaks, the map already looks perfect for 6's
sorry guys, gabe got hungrey one night and started sleep walking. he walked into the comp map dev team room in his sleep, and when one of the workers tried to wake up gabe he went psychotic and he ate the dev team.
-frag me if you think im good, keep me at 0 if you think im amazing.
waste is good but i could definitely see it suffering from Well Syndrome where it just stalemates at those two sliding doors going into 2nd since theres no other way in
there isnt that same easy-to-hold stairway so maybe its wont be as bad but imo they need to add an upper route or something
Everyone knows that the only way to go with competitive maps is to create two impenetrable bunkers to house the final cap point (as every pub complains about badlands last losing too quickly this is the solution). This fortress will come complete with trap doors, hot oil showering cauldrens, and your very own level 60 lord to guard the point. Weapon merchants will be on site as well as your very own auction house rep in case you need that quick up to your gear.
Robin Walker- "We fully expect matches on this map to last a good 3-4 days with the final lord battle being won after about 12 hours. I would suggest in advance that you bring AT LEAST level 70 gear with you and make sure your medics are well protected, you'll have to have them alive to keep the scouts kiting."
You guys have absolutely no bloody gosh ding darned idea about anything, you must be idiots. I use a roller for my SH*T not a brush, it spreads the paint evenly and keeps my kicks fresh n clean.
Frankly if any number of competitive players would take interest in the development of more custom maps, you guys wouldn't have to wait on Valve for this.
Personally I'm developing a competitive Hydro-themed that's still in alpha (the middle CP is done and the overview is fully fleshed out). If you guys head over to the maps section, you can look over some maps like cp_foolhill, cp_cauldron, and cp_furnace that are all still under development but have incredible 6v6 potential. If you all would at least download them and play them once and make a comment on each, the mappers would definitely feel encouraged to keep working. ^^
On the other hand, Valve's maps I'm sure will be great. I'm always excited for new maps (more than anything else), but because they're being balanced for comp. play that's even more exciting.
New comp maps from Valve
FINALLY. Maybe the other is a 3-point like GPit? That would be swell.
You laugh, but doesn't it sound like something valve would do to the 'comp' map?
But you'll need a level 67+ wrench to hijack them.
HOLY CRAP.
we need to make a community map with the ideas in this thread.
anyways....good stuff
cp_alpine_storm_b2
http://forums.tf2maps.net/downloads.php?d..
IMO Follower isn't quite original enough to be permanent. And dustbowl doesn't quite have it either.
Yukon is very promising for the future. I also want to see cp_waste and cp_resonance tested out more.
Or they just took it out of the map pool D:
there isnt that same easy-to-hold stairway so maybe its wont be as bad but imo they need to add an upper route or something
Robin Walker- "We fully expect matches on this map to last a good 3-4 days with the final lord battle being won after about 12 hours. I would suggest in advance that you bring AT LEAST level 70 gear with you and make sure your medics are well protected, you'll have to have them alive to keep the scouts kiting."
Gabe Newell- "Om nom nom nom"
You're making absolutely no sense. Maps are 80% brush work. The last 20% takes in to account the models you see to enhance visuals.
Making a train car or a large boulder out of brushes would be ridiculous if the model is already there.
As dr.p said, maps are mainly brushwork, even a lot of detailing is brushes as well, not including the general architecture.
You guys have absolutely no bloody gosh ding darned idea about anything, you must be idiots. I use a roller for my SH*T not a brush, it spreads the paint evenly and keeps my kicks fresh n clean.
Personally I'm developing a competitive Hydro-themed that's still in alpha (the middle CP is done and the overview is fully fleshed out). If you guys head over to the maps section, you can look over some maps like cp_foolhill, cp_cauldron, and cp_furnace that are all still under development but have incredible 6v6 potential. If you all would at least download them and play them once and make a comment on each, the mappers would definitely feel encouraged to keep working. ^^
On the other hand, Valve's maps I'm sure will be great. I'm always excited for new maps (more than anything else), but because they're being balanced for comp. play that's even more exciting.
-FoX
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