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cruff 



Map Version: Alpha 
Type: CP
Released: 04-02-2011 
Last Update: 04-26-2011 
Boylee
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Default cruff

Current version: a7



cp_cruff is a 3 stage sequential CP map in the dustbowl vein. It takes inspiration from dustbowl (durr), goldrush and gorge (amongst others). I'm trying to build a map that plays like a blend of all three of these, with a bit of high-tech Red mountain base thrown into the mix for good measure.

Originally this map had blue defending much like cp_bloodstained, having been old by loads of people that this is a bad idea I've caved and coverted it back to normal (i.e. blue attacking).

We've done a fair bit of testing of this over at playstuff.net and I think I've managed to fix up most of the glaring layout issues with this release. As such this release is starting to approach the final layout in my mind. Obviously there will be tweaking to do but hopefully I won't have any more stage redesigns to do as I'm starting to feel quite happy with how it plays. With that in mind any testing that's possible would be really useful as I need to know of any remaining issues before moving onto detailing.

Original playstuff.net thread.

Known issues:
- Probably in need of cap time and respawn wave timing adjustment.


Changelog

Latest:
a6 released
+ added another spawn exit and route to the point at to red's first spawn
+ lowered and angled roof at cp_2a
+ added another route for attackers to take left high ground at cp_2a
+ raised and clipped off upper roof at cp_2b
+ raised floor and removed roof of building in front of cp_3a
+ added some covered areas for spies and snipers at cp_3b
+ lowered the raised walkway at cp_3b so all classes can use it
+ playerclipped some roofs around cp_1b that should've been clipped before
+ removed a walkway, moved a door and moved some cover at cp_2b to make it more defendable
+ ADDED DISPLACEMENTS TO THE CAVE!

a6a released
+ fixed several lighting errors
+ lowered the floor of the building opposite cp_3a
+ sorted out the shortcut door in red's final spawn
+ replaced raised walkway at cp_3b with a much lower one
+ fixed a few clipping issues, floating props and general mistakes

a7 released
+ redesigned area behind cp_2a to make it more defensible
+ added a sniper deck at the back of cp_2a
+ adjusted heights and cover at cp_3a to make it more defensible
+ rearranged health and ammo around cp_2a and cp_3a
+ added displacements to cp_2b, cp_3a and cp_3b
+ adjusted ammo at cp_2b
+ added patch overlays under health and ammo kits
+ func_nobuild areas immediately outside the spawn doors at cp_3b
+ playerclipped any existing steps
+ added some more signs

Full changelog here: http://dl.dropbox.com/u/1766697/cruf..._changelog.txt



Old 04-02-2011, 10:55 AM   #1
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1st post reserved.

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Old 04-02-2011, 11:21 AM   #2
DaBeatzProject
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sorry 2nd post is taken already!!

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Old 04-02-2011, 11:28 AM   #3
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Ha Beatz. You joker.

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Yay Boylee! Jump in chat and get this baby impromptud or enter gameday sometime Was great fun last time I played, hopefully will be great fun next time too

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Old 04-02-2011, 11:28 AM   #4
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Yeah but I got third so all is good.

Edit: damn you Stick!

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Old 04-02-2011, 01:02 PM   #5
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Why isn't this construction themed what is wrong with you

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Old 04-02-2011, 01:25 PM   #6
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Is this going to be a contest entry?

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Old 04-03-2011, 12:39 AM   #7
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I just ran through it. I really like it.

though, for the second stage first point blue has a side flank basically underneath everything that leads right up behind the point, I can see this as an effective flank, but I think it might be too effective, and that would draw away from the rest of that part of the stage. (also, the fences right behind that point need to be clipped)

Also, a Demoman can sticky jump right over the building at the beginning of s3 and land straight on the point with no problem. I don't think this would be an issue for 1 demo, but get a couple and it might be a little tough on the defenders.


Overall, like I said, I really like it. The final point in s3 looks really good, and when its detail it should look even more spectacular.

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Old 04-03-2011, 06:58 AM   #8
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Quote:
Originally Posted by Seba View Post
Why isn't this construction themed what is wrong with you
I started making it before the construction theme so it was never intended to use the theme. There will be areas that use some of the assets though.

Quote:
Originally Posted by Hanz View Post
Is this going to be a contest entry?
Nope.

Thanks Fr0zen, testing has shown that that low flank on cp_2a is perilous to try and take, since defenders tend to hang around on the waterfall side of the point a lot. I'll keep an eye on it and if that point seems too easy to cap I'll change it. As for the building at cp_3a, I'm undecided if it should be clipped off or not. In previous versions it was clipped and it was fairly easy to defend that point, besides it's equally easy for the defender to use that area too, we'll see after some more testing I guess. Either way thanks for the input.

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Old 04-08-2011, 04:29 PM   #9
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OK hopefully I'll have addressed the problems with the last release and also made the second stage a lot prettier. :3

Here's the changes I've made since a5:

a5a released
+ fixed broken shorcut door from red spawn to cp_3a
+ fixed visible nodraw brushes in the underground route to cp_3b

a6 released
+ added another spawn exit and route to the point at to red's first spawn
+ lowered and angled roof at cp_2a
+ added another route for attackers to take left high ground at cp_2a
+ raised and clipped off upper roof at cp_2b
+ raised floor and removed roof of building in front of cp_3a
+ added some covered areas for spies and snipers at cp_3b
+ lowered the raised walkway at cp_3b so all classes can use it
+ playerclipped some roofs around cp_1b that should've been clipped before
+ removed a walkway, moved a door and moved some cover at cp_2b to make it more defendable
+ ADDED DISPLACEMENTS TO THE CAVE!

a6a released
+ fixed several lighting errors
+ lowered the floor of the building opposite cp_3a
+ sorted out the shortcut door in red's final spawn
+ replaced raised walkway at cp_3b with a much lower one
+ fixed a few clipping issues, floating props and general mistakes

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