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Icarus
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Map Name: Waste (CP)
 

Map Version: Final
 

Released: 03-18-2009
 

Last Update: 03-17-2009
 
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Gametype: Control Point


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Default Waste (CP)

Waste (CP) (Build 2.0)
by Eric "Icarus" Wong
Email: ericgfwong@hotmail.com
Download from FPSBanana
[ame=http://forums.tf2maps.net/showthread.php?p=58107]Download from TF2Maps[/ame]

Control Points
Waste (PL) has been extensively reworked and customized for 5-CP push play. Waste places an emphasis on occupying the upper levels first in order to maintain control over the various control points.
[ame="http://www.youtube.com/watch?v=JwOQxunLfew"]YouTube - Waste (CP) Intro Movie[/ame]


Objective:
To win each team must own all five Control Points.

Other Notes:
Control Points cannot be captured while they are locked.


Release Notes:
I've ported over the changes I've made for PL_v2 over to CP, with the exception that I've generally increased spawn times for winning teams.

Special Thanks:
A Boojum Snark -- Entity guru/actor
Kronixx -- Actor
Nem0 -- Actor
MungoKing -- Actor
[AoC] Clan -- 6v6 Testing
www.tf2maps.net -- for all their support and gameday servers
Clan Woof -- for being awesome
Team Fortress 2 Fort -- 6v6 Testing
Sawks -- 6v6 Testing
Changelog
I've ported over the changes I've made for PL_v2 over to CP, with the exception that I've generally increased spawn times for winning teams.

Old 03-18-2009, 02:26 AM   #1
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The guys playtesting Ash Ridge couldn't emphasize enough their wish to see CP waste's set up gates removed.

If you're marketing pl waste for pubs/macroplay and cp waste for comp/microplay you should probably do as the target audience sees fit
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Old 03-18-2009, 09:05 AM   #2
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Do you have a list of changes? So far i see the ammo pack at mid, the extra doors at spawn and the filesize is a lot smaller. Is there anything else i missed?
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Old 03-18-2009, 10:46 AM   #3
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The rollup doors on either side of the 1st spawn exit seem a little slow, you bump into them before they open fully
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Old 03-18-2009, 11:12 AM   #4
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Quote:
Originally Posted by MangyCarface View Post
The guys playtesting Ash Ridge couldn't emphasize enough their wish to see CP waste's set up gates removed.

If you're marketing pl waste for pubs/macroplay and cp waste for comp/microplay you should probably do as the target audience sees fit
Sure, sure I concede.

But they would have to wait until the final gets out on the 29th.

I hope it's not too distracting that it's unplayable till that day.
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Old 03-20-2009, 06:04 PM   #5
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Due to popular demand, Beta 2 has been released! This update removes the setup gate logic, as well as several minor visual improvements.
http://www.fpsbanana.com/maps/85578
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Old 03-22-2009, 02:22 AM   #6
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Quote:
Originally Posted by CJLJ View Post
Do you have a list of changes? So far i see the ammo pack at mid, the extra doors at spawn and the filesize is a lot smaller. Is there anything else i missed?
Sorry about the late response

-No more lame demo perches (playerclip exploit)
-the two Small health packs around the middle have been replaced with medium ammo
-Small health pack directly under the middle has been upgraded to a medium pack
-Medium Ammo in the 'shacks' in the central area have been reduced to small
-Medium Health at the 2nd forward spawns has been removed
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Last edited by Icarus; 03-22-2009 at 02:24 AM..
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Old 04-03-2009, 03:07 PM   #7
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Last bump for gameday.

How does everybody feel about this map? About the balance between points?
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Old 04-03-2009, 03:24 PM   #8
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point 4 to point 5 seems quick at first, but with time i think players will find the sweet spots for the SGs.

i found a couple of good spawn and SG points on the ground, but not with enough metal lying around. HOWEVER, after playing for a while i realized that your intention was to emphasis on the 1st floor and not the ground. then after reading your OP for the first time, it confirmed it for me.

you have even an even sweeter area surrounding cp_4 from above:
  • well stocked with ammo
  • good views to below
  • just vulnerable enough to spy infiltration

loving the detailing by the way. its looking good.

point 3 [mid point i believe?] is well balanced i feel.
  • nice niche right next to the point- if an angie can put up a buildign there quick enough he can provide good support for a while.
  • nice opening in the corrugated steel for a sentry-still vulnerable to long distance hits which might be what you want to balance it anayway.
  • 3 or 4 routes in and out of there-great.

Last edited by [O]; 04-03-2009 at 03:26 PM..
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Old 04-03-2009, 06:19 PM   #9
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I think this works great as CP. To be honest, its much better than the PL version in my opinion, no matter how cool that is as well.

The last point can go down pretty easily once the second-to-last has been taken. The problem isn't with the cap time - it seems to be a bit slower than on most linear maps, in fact - but that the attackers can just rush straight in while the defenders are still defending. I guess that's a big layout problem if you were to fix it, but at the very least you could probably increase the winning team's respawn time so that reinforcements can't arrive as quickly.
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