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Harbour 



Map Version: Alpha 
Type: CP
Released: 04-04-2012 
Last Update: 04-05-2013 
Lyra
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Default Harbour

Thanks to:
Trotim for doing helpful things.
ABS for his gametype library.
Ravidge for his Lighting library.
Scorpio for extensive and incredibly valuable feedback, and pug running.
Waxpax for running pugs and feedback too.
Tf2M for providing lots of testing.
JoshuaC for his stair models
Blarps-chan the anime dog for pro gamer feedback stuff
Rayscutie the pro gamer for more pro gamer feedback stuff
Carl Sagan


Changelog

A2-A11

http://dl.dropbox.com/u/3332789/TF2/.../changelog.txt

A12

Several small layout changes
New path to/from last to make gameplay between last and second less congested
Started doing some detailing

A13

New Details
New flank route at mid

A14

More detailing
Mid was rebuilt
Boat Mockup
Fixed blu's last cp

A14a

Moved final forward spawn to a different location, altered spawn times to reflect its new position
Other small changes

a14c

New powerups at 2nd
Altered spawn times when 2/4 is owned by offense

a15c

Added barriers at last spawn covering the point
Deleted the barrierat last covering the bottom path
Cut a lot of useless space out of 2nd
New middle point

a16

Moved first spawn doors back and removed barricades on last (thanks burton)
Opened up second a little more, since it got a bit too tight from the last changes
Another remade mid lol



Old 04-04-2012, 05:14 PM   #1
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Consider adding 3rd path to mid or modifying exsisting routes.
Right now there is two ways to mid, the far left one leaves you easy pick for snipers from mid and other one pretty much forces you jumping into deathtrap (Unless you are scout or rocket jump) that takes you to pretty much same spot path the left route does. Mid also caps bit too long, so once team finally manages to push to mid point, enemy team can already get back to mid before it is capped.

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Old 04-04-2012, 05:33 PM   #2
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Quote:
Originally Posted by W.S Wankhouse View Post
Right now there is two ways to mid, the far left one leaves you easy pick for snipers from mid and other one pretty much forces you jumping into deathtrap (Unless you are scout or rocket jump).
There's a connection between the 2nd path and the boat now. (look at the first ss)

Quote:
Originally Posted by W.S Wankhouse View Post
Mid also caps bit too long, so once team finally manages to push to mid point, enemy team can already get back to mid before it is capped.
I altered the spawn times, I believe that was the bigger issue preventing mid from being recapped, but only more testing will tell.
 
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Old 04-04-2012, 05:59 PM   #3
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Theres some interesting looking geometry going here. I'm interested to see where this goes.

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Old 04-04-2012, 06:36 PM   #4
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cool mapm lighting feels a bit not-very-well-lit in some places, but im just happy a boat is in a decent tf2 map

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Old 04-04-2012, 08:56 PM   #5
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So here are my recollections: First of all, even though the mid point had both team colors plainly represented and the forward points had just the one, I kept mistaking my team's forward point (I never even made it to the other one) for a mid and the midpoint for a forward point, for some reason. They just had a certain feel to them that I can't put into words.

Secondly, I remember dying an awful lot in the corridors between those two points. From what I can recall (I admit I don't pay much attention to the specific dynamics of the battles when I play so take this with a grain of salt), 5CP maps tend to feature a lot of fighting in the area around the actual point, but here we would always run into the enemy team in those corridors and get thinned down to one or two people at most by the time we were able to make it to mid.

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Old 04-04-2012, 09:59 PM   #6
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Taking a quick look through your map. I'll just be making some notes as I go.

1) Spawn. The size and shape seems fine for a badlands style last. But I feel like you spawn WAY too close to the door and that the ressupply cabinet is way too close as well. For this style spawn players should spawn some distance from the door and resupply should involve you having to actually walk some distance into spawn. Otherwise, heavy can just chill at the door and strafe left to get 250+ health back in an instant. Likewise, a soldier can run gunboats and bounce himself out the door and be halfway to second before the round even starts.

2) The last point is in a slightly recessed area (8 units or so). You should avoid those sorts of recessions and dips. The lips of that area will catch rockets and make spam going into and out of that area incredibly hard to predict. You'll think your slamming a rocket into someone for 100 damage but all the splash will get caught by the lip. The same is true for the hazard triangle brushes, and those will actually clip people if they try to jump while next to it (they'll jump straight up instead of going forward or backward). Especially for alphas you should focus on extremely flat combat spaces and such, instead of having a bunch of smaller recesses.

3) Only two exits onto last? Seems Like a pretty bad idea. As your going for a badlands style last, check the number of exits for that map (4) and maybe come up with something similar. You have that area on the right side (for defense) that seems perfectly reasonable for another path in.

4) The glass windows pushing into last are going to screw you in terms of optimization and the sight line to second. ALso, makes pushing and defending last pretty annoying. They can see everything your planning to do without any real penalty. Instead of some uncertainty in terms of how combat will play out at last, the attacking team knows everything well ahead of time. By comparison, the badlands upper area with the window is much smaller and you can be attacked from both right and left, meaning that if you want to use the window to peak, you have to put yourself in harms way.

5) Second seems okay. Sniper sightlines are defintely a worry, that balcony will be pretty powerful for shutting down pushes. The water drop down thing: not sure thats a good idea. The three maps that i can think of with it (freight, well, and waste) that pathway almost always ends up useless. I would consider making it possible to both enter and exit the water entrance. Again, as with last number of exits from either mid or last is a bit worrying. At least three from both directions is preferable IMO.

6) Mid seems like the coolest area in the whole map. From a 6v6 perspective I could really see that layout working out. However, I don't like the lower area much at all. It doesn't really go anywhere, and the one place that it does go, would actually be easier to reach via traditional means. When I came up the ramp from below I assumed I would be coming to the middle point itself, but I ended up behind it. I think one much easier and simpler version of what your trying to do would be to have the lower entrance go across to the other teams side, so you could push a scout behind to flank, rather than just ending up on your own side of the point.

7) Death pit surf ramp thing beneath the point is very strange. I get punished for getting stuck in some weird lip/culvert thing? Just make a flat intersection between the concrete floor and mid platform.

8) Arrow signs seem a bit odd. Just use a regular square/rectangle brush instead. At this early state in development, the jagged geometry will only confuse people visually.

9) Extend your skybox walls! Do it now, don't use the excuse that its early in development. If you figure out the right distances between in game geometry and where the skybox will be, it will be much easier to work the map at a later point. I'm thinking primarily of the wall to the left of the second point (defending). If you jump up near that wall you can see into the forward ressupply. You might not be able to see players (I wasn't able to check) but its very disconcerting to be able to see that.
 
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Old 04-05-2012, 09:29 AM   #7
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On it!

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Old 04-05-2012, 02:14 PM   #8
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Updated to a3, details in the first post!

E: Updated to a4, details in the first post!
 
Last edited by Lyra; 04-05-2012 at 09:54 PM.
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Old 04-06-2012, 09:06 PM   #9
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Best map I've played in a while. Keep up the good work!

If anything, the travel times between second and mid felt a little long, but that could have been me. It just feels like a lot of space at mid is empty and could be shrunk down.

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