Hella

CP Hella b1

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Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
logo_ja_hella_lighting_finland.jpg
 

tyler

aa
Sep 11, 2013
5,102
4,621
cp_hella_a6

a6:
points B and C are completely 100% new
modified the bridge out of blu spawn
changed a lot of existing health/ammo pickups
changed the appearance of the blackhole
fixed taking fall damage when using the secondary blu forward spawn exit

cp_hella_a60001.jpg

cp_hella_a60003.jpg

cp_hella_a60004.jpg

cp_hella_a60005.jpg
 

tyler

aa
Sep 11, 2013
5,102
4,621
The map was fun but it kind of falls apart at C

In what way? The scale? Is it anticlimactic? Do you think it just sucks? Why? Do you feel cheated for having gone that far and being presented with that final point? You are mad I somehow figured out your final point and made it before you could? This kind of feedback is useless. I am glad you had fun (really glad, actually) but I can't fix something if I don't know why you think it is broken.

Anyway.

If no one has anything more concrete to say about this by next Thursday (the 29th) we're going to marathon test a very slightly changed version of a6 the Friday after (the 30th). So far, the new version features a smaller C area, some changed B-C connections and a couple bug fixes on my part--that sort of thing. If there is something you want changed before the marathon test, please speak now.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Speaking of the endurance test: http://forums.tf2maps.net/showthread.php?t=18077

Also, retroactive a6a release post!

cp_hella_a6a

a6a:
filled in dead end room at C
made the C area a lot smaller
raised the bottom floor of C up
changed the high ledge at C to be lower and on a different wall
changed one of the ramps to the overlook at C
changed some health/ammo pickups
took the back off the B cap area
a little bit of detail work
fixed a couple timers
clipped a spot that luckily no one found and abused
added cubemaps (previously there was only one above a)
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I think I would put a deathpit or other lowered area around C. Not the entire thing, but just so the platform doesn't look so weird sitting in the middle of an open room.

B never really saw much of a fight, or so I recall from the two or three rounds I played. I would make the cap area slightly larger (like extend the radius by 64 units) maybe. I don't know if that would help anything but it might.
 

Karnage

L3: Member
Mar 19, 2010
114
53
Sorry I'll try to be more helpful.

The scale of the final point reminds me of the final point on cp_well, but I think cp_well works better because there's more cover for the attacking team while on the point and also in the higher routes made for flanking and whatnot. That's all I could come up with... hope it helps!
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
The point in cp_well is also like 128+u's above the ground, which makes it harder to spam down.

Something I think you should do is raise the point up and nestle it up against the wall opposite the main entrance.

Also, I noticed all flank's, whilst being diverse in location, area all along the same wall. This just allows snipers and wranglers and lock down the entrances. I think that the final point just needs a little bit of a change, and then I think you can call it "good."

Oops. Maybe I should've waited to give you that info after the endurance test. Oh well.
 

tyler

aa
Sep 11, 2013
5,102
4,621
I should have posted a screenshot of the new-ish C. All I have is this Hammer shot and I'm too lazy to make anything else.

vc0So.jpg
 

tyler

aa
Sep 11, 2013
5,102
4,621
Languid did this (this is an outside point)
http://i.imgur.com/s0txc.png

Yellow being cap zones (two layers)
http://i.imgur.com/cGYul.png
http://i.imgur.com/V2sYq.png
http://i.imgur.com/1COmV.png

This being some kind of displacement cliff + rubble
http://i.imgur.com/FLmBi.png

This being my partial adaption into the C I built
http://i.imgur.com/HSZ5H.png

This being something or other
http://i.imgur.com/vxA8I.png

I guess my question is should I continue to adapt this and expand on the idea or do you guys think that with a little detailing C will be fine as I have it now? If I end up redoing C like this I might delay the endurance test. I've also been thinking about running somewhere in the neighborhood of 2-4 different versions of Hella during the test so that might be a good time to try some of this shit out.

I guess my biggest fear is getting an hour in and realizing something is too horrible and wasting the endurance test entirely because it's not really something I want to do more than once (just for sanity's sake)
 
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tyler

aa
Sep 11, 2013
5,102
4,621
a6c:
made A cap faster
made B cap slower
tore the back off of B
made the effects of a black hole more noticeable
minor detailing

a6d:
hotfix for blu spawn doors

a6e:
added a second red forward spawn
broke up a sightline on C a bit

http://calcified.net/maps/cp_hella_a6e.bsp.bz2

This and... a6 or a6a will be the endurance test versions.
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Taking B isn't impossible but the constant uphill battle is a pain in the arse as BLU, especially when the exits through the A-B connecter are so far away and leaves BLU open to being counter-flanked if the tele exits take them to a forward position on one route only. I lost my tele' entrances more than i did my exits. The fact that BLU have to double back on themselves to climb up to B also doesn't help.

If you didn't notice you need to stop BLU spawn camping RED at B. It's much easier to just skip past B which is a pain in the arse to access and go straight to the source of the problem; taking out tele exits, spawn camping a bit and then flanking the strong SG position behind B.

C also has really excessive sightlines split only periodicly by yellow barrels. Much of the combat at last was rocket/flare spam at sentries and snipers. Medics couldn't even get close without using the uber as cover and hoping they weren't swamped when it wore off. I killed my fair share of medics even as engineer when they were trying to pop ubers late to swamp dispenser/sentry nests effectively.

Giving BLU 2 large ammo packs 512 units apart at A also seems a bit much.
 
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