cp_dogblu_b3

Credits

Submitter
  • P4: Worker
    Points: 36,873
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Cc_NIPPER (Creator/Co-creator)
Key Authors
nipper

Rating

8.12/10
Based off 13 rating(s)

Additional Info

Development State
Beta
Version
1.0
Maximum Players
32

Stats

Post Count
23
ViewCount
6,108
Downloads
1,020
Date Added
4 years ago
Date Modified
4 years ago

A three-round WWII-ish map.

Red attacks Blu's beaches and then fights their way inland.

Previous attempts to assess the balance of this map were inconclusive so I am releasing beta 3 in the hopes of gathering more gameplay feedback.

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Comments

    • P1: Beggar
      Points: 154
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      Account Age: 4 years

    Pros: Fun, and a nice omaha like look :) Cons: solders really have an advantige fighting down hill

    farly new to mapping
    • P1: Beggar
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    Posted by crazychicken go back to steam forums you stupid noob, why are you at a customisation site if you want to play the game just as valve intended you fucking idiot

    Watch your language, pal. I'll try to reply to your insults in a constructive way, though.

    There's a slight difference between custom maps (models, sprays, skins, you name it) which provide additional or alternative content and messing with the game settings that impact the gameplay at its core.

    The Necromancer
    • P2: Drudge
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    Posted by Lim-Dul
    Posted by crazychicken Impossible to cap last cp if fast respawn is on
    Well - fast respawn ruins the gameplay on all asymmetrical maps. That's a pretty useless comment - turn off fast respawn and play the game like it's meant to be played then... -.-

    go back to steam forums you stupid noob, why are you at a customisation site if you want to play the game just as valve intended you fucking idiot

    (O>)
    • P1: Beggar
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    Posted by crazychicken Impossible to cap last cp if fast respawn is on

    Well - fast respawn ruins the gameplay on all asymmetrical maps. That's a pretty useless comment - turn off fast respawn and play the game like it's meant to be played then... -.-

    The Necromancer
    • P1: Beggar
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    Pros: Nice idea for a map that has been, at least visually, realized quite well.

    Cons: Well - basically what Jeremie said before me. The second stage is very, very badly designed from a gameplay perspective. Two narrow exits leading to a huge area you have to traverse as well make it impossible to succeed unless your enemies are completely brainless.

    Improvements: Include more alternate routes and more cover for the attackers - remember that they are at a disadvantage already since they spawn farther away from the CP and have to actually capture it (which takes time) - this is a characteristic of ALL attack/defense style maps so I'm not criticizing it per se - only the way it impacts the gameplay on this particular map.

    Notes: Making the map a bit "happier" and "funky" to match the TF2 style like, again, Jeremie mentioned couldn't hurt either.

    The Necromancer
    • P1: Beggar
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    Pros: epic battles Cons: non - does what it says on the tin Improvements: its a server favourite at coltsplayground.net so no, it's just fine

    Bananite
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    Overall, quite a fun map.

    The overall fade colors are in sync with the theme, but a "TF2-ish" version of beachmap (more colorful) may be nicer. Or maybe a night version, as previously suggested.

    The second point of the second segment is near impossible to capture. Attackers have to go through waves and waves of pyros inside the small corridors, to approeach corridor exit and find heavy+medic, and if they go through they find a sentry nest. And not once, or twice, but pretty much each time (I've tried the map over 30 times now, the second segment was won once).

    I would suggest opening the corridors a little more, adding places to hide inside them (especially for spies); and moving the right corridor exit further to the right (so that one sentry or heavy can't cover the 3 exits without moving).

    The second point of the third segment seems also very hard to capture, but I haven't tested it much because of the second segment bottleneck :)

    Bananite
    • P2: Drudge
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      Account Age: 4 years

    Fun map. Keep up the good work.

    Bringing the func_train to TF2
    • P1: Beggar
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    Nice map...

    ex-mapper
    • P2: Drudge
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    On the first stage, the right hand path is very cheap as the defending team cannot access it, even though it is within the gameplay field, this makes the first stage very unfair for defense... Make it accessable to both teams and it will be a better map.

    Also, add some more color, mabe make the water more blue (if possible) and soem greener grass (if possible) and a night version would be kick ass looking and probalby bring a different dynamic to the gameplay

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