cp_bergspitze_a2

Credits

Submitter
  • P1: Beggar
    Points: 150
  • E1: Helper
    EF: 1
  • C1: Member
  • A4: Graduate
    Account Age: 3 years
midget31394 (Creator/Co-creator)
Key Authors
midget31394
maker
Captain Kraken
Redoing Spawns/Optimization
Special Thanks
TF2Maps.net
Great help through the whole process
Captain Calle
ideas

Rating

6.50/10
Based off 1 rating(s)

Additional Info

Development State
Alpha
Version
2.0
Maximum Players
32

Stats

Post Count
4
ViewCount
358
Downloads
52
Date Added
3 years ago
Date Modified
3 years ago

A small, compact 3cp map. Hopefully with alot of backwards and forwards play

Created by - midget31394, Captain Kraken Contact us at - Capt.Vincent.Antonio@hotmail.co.uk

Bergspitze is a control point map with 3 control points, set in an alpine environment. Capture all points to win.

Features:

* 3 control points
* basic layout
* 2 - 3 paths for each team

Change Log:

Alpha 1

* First Release

Alpha 2

* Completely redid the spawn
* Added tunnels underground
* Adding nodraw textures where needed (in most places)
* Changed middle point a little
* Made high areas accessable for every class
* Increased setup time to 45 secs
* Changed control point cap times (mid to 15, 1st/3rd to 7)
* Changed environment to suit the sawmill environment
* Added some soundscapes

Change Log Alternate:

Alpha 1 - Release! Alpha 2 - Changed: Bugfixes, Setup Time, Capping Time, Redid Spawns

Huge thanks to TF2maps.net for their help and also to: Captain Calle - idea behind the map Captain Kraken - Redoing the spawns, helping with optimization

  • You must be a member

Comments

    • P1: Beggar
      Points: 721
    • E1: Helper
      EF: 12
    • C1: Member
    • A4: Graduate
      Account Age: 3 years
    Posted by midget31394 I'd really like to say a big thanks to you. I had one map, that got to a5 and I scrapped because no one gave me indepth feedback and it turned out I did alot wrong. This should help me figure out where I need to take this map. The weird floor textures out of place before the side tunnels, originally went underground, but the sizes and getting stairs to fit wasn't working at the time. The side tunnels were added in as a temporary measure for another way to get to the control point, rather than everyone funneling out of one exit. Again, I will incorporate what you have said in a2 The lack of props was mainly because I haven't chosen a proper, proper theme yet. (I'm kind of hoping alpine, possibly like lumberyard or sawmill) Those places behind the supply cabinets, I just couldn't think of props to put there for red. I'm going for red being rustic, or rural and blu being very hi-tech spytech themed.

    Yeah this is what all feedback should be like though, because this is alpha, there is really no need to have more than a couple people play test the map. You have a lot of room in each base, use this to your advantage and add the things you said about how RED was going to be rural and Blu to be Industrial. Lots of space between entrance gate points and the last CP for each team. sorry for the wide screenshots, i did not know how to resize them so that when clicked on, the full view will come out.

    Bananite
    • P1: Beggar
      Points: 150
    • E1: Helper
      EF: 1
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    I'd really like to say a big thanks to you. I had one map, that got to a5 and I scrapped because no one gave me indepth feedback and it turned out I did alot wrong. This should help me figure out where I need to take this map.

    The weird floor textures out of place before the side tunnels, originally went underground, but the sizes and getting stairs to fit wasn't working at the time.

    The side tunnels were added in as a temporary measure for another way to get to the control point, rather than everyone funneling out of one exit. Again, I will incorporate what you have said in a2

    The lack of props was mainly because I haven't chosen a proper, proper theme yet. (I'm kind of hoping alpine, possibly like lumberyard or sawmill)

    Those places behind the supply cabinets, I just couldn't think of props to put there for red. I'm going for red being rustic, or rural and blu being very hi-tech spytech themed.

    I prefer to be called a "littl
    • P1: Beggar
      Points: 91
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Nice reply with the pictures, just a question, will this be in alpine theme? ( just thinking since its a german mountaintop? )

    Bananite
    • P1: Beggar
      Points: 721
    • E1: Helper
      EF: 12
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Pros: This map has a very nice no-texture layout; it’s almost as if you have a house built without the paint on it. You created a basic three way capture point map while including arrows to help people find their way to the cp.
    Photobucket You included alternate routes throughout the map; you have your default main wide open gate and then you have your alternate skinny tunnel. Photobucket I also like your spawn room, it’s very simple but it has some kind of border and I hope those two small walls that are there before leaving the first spawn room becomes sliding glass doors similar in turbine or 2 fort. Photobucket There is also a little underground window for payload carts which is similar to how valve uses see through or ventilated textures to show other parts of the map that are inaccessible. Photobucket

    Cons: Besides that you have not fully incorporated props, cover, and textures in your map, I do not understand what these are. Are these just not colored in or did you plan to have something in here? Photobucket

    The Blu side has it on the same exact place as well. The tunnel you provided does not exactly shorten the time in traveling the center cp and nor does it really provide any reason for anybody to go there. The tunnel is skinny which is advantageous to cornering classes such as the pyro and such but I think an underground would have worked better. Even one that gave more leverage (elevated) would have been better than the alternates all being on the same level. Photobucket The dark corners adjacent to the left side for red and right side for blu are good for snipers and spies to hide after using the tunnel but please try to make the alternate pathways possibly a better short cut or advantage attack front for the pyro. The pyro will simply come out of the tunnel running toward the cp, most often dying unless he has to always edge through the adjacent dark sides. Now besides all those pictures I sent you, for a small map, this map has too much open space, from the last cp’s to the red or blu base’s front fortress. There needs to be more cover for engineers to build on in open space and more cover for battles to occur without snipers winning all the time. By fixing this, you should fix a lot of class balance issues.

    Improvements: Add in textures, try and use a better skybox if possible, fix the alternate route so that classes like the pyro can attack from an ambush angle to the people capping central point. Also, try and tune down your cap times because this is a small map and with less cover, more people are prone to go scout and sniper. Notes: Just curious about the spawn rooms. You left blu to have some kind of intel machine next to the resupply locker and an empty cubby on top. However, for red, you left the cubby filled with barrels and a honey comb net while the bottom had nothing. Did you mean to do this intentionally? Photobucket Photobucket

    Bananite
  • You must be a member