[WIP] cp_connection

Connect_Four

L2: Junior Member
Jan 28, 2009
57
23
CP_Connection, A 5 cp map by Connect_Four

Alpha 1:
-All Blocked out
-All doors, spawns, cabinets, cps functional

Alpha 2:
-Scaled down the map by a tremendous amount
-Added signage and directions
-Changed the middle cap, 2 new buildings
-Fixed the position of several passageways, and added a few more.
-More health and ammo packs (will reduce in later updates)

I started this map during my break, from beginning idea to final product(a1) took 1 week. After a playtest, I got numerous reports it was too big(I don't have a good eye for proportioning), so I reduced it by a lot in alpha 2.

Pictures:
cp_connection_a20001.jpg


cp_connection_a20002.jpg


cp_connection_a20003.jpg


Things I hope to fix:
-Respawn Times
-Cap Times (If it's an issue)
-Rescale CP2/4 (If it's an issue)
-Fix the ugly, dirty water

Please tell me what you think, and who I can improve my map. Feedback would be greatly appreciated.
Download: http://forums.tf2maps.net/downloads.php?do=file&id=1051
 
Last edited:

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
You get a sense for scale over time, it's nothing you can learn real quick but the character models can serve to help towards this end if you place them in hammer.

Proportions do look better. I won't comment too much without playtesting but I'd suggest making A more natural; open areas are neat but neat cover like rocks and stuff to maneuver around; try dropping some of the rock props in there and see how it goes. 3-4 would be good for that size area.
 
Aug 23, 2008
404
380
My only problem with the map as it looks thus far is that the final points are a bit too easy to get to from the 2-4. You need a little bit of travel time and line of sight blockage to ensure that the defenders don't just get pushed off the 2-4 and then instantly capped on their last point. Need to playtest to be sure, but other than that the layout looks pretty solid.