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Thread: cp_boundary_bay

  1. #1
    Playstuff Member .ps SPHinx's Avatar
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    cp_boundary_bay

    Here is the brand, spanking new beta release of Boundary Bay. Now featuring Boylee's Mann Co. container! It's my first map for the TF2 World Server Rotation Project, to be set on a shipping terminal in British Columbia (hence the copious numbers of stacked shipping crates). Here's a link to the download.










    Let me know if you guys are ever up for a playtest of this. See them containers in action.

    Cheers.
    Last edited by SPHinx; 22-01-2010 at 03:26. Reason: updated for beta 1

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    Registered Member Hideous's Avatar
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    Re: cp_boundary_bay

    Looks awesome! I'm not too fond of the pretty much exact symmetry (I think symmetry is boring.) but most maps have that anyway. Great job!

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    Re: cp_boundary_bay

    Looks great!
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    ლ(ಠ益ಠლ) Logan's Avatar
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    Re: cp_boundary_bay

    Does indeed look very nice Looking forward to loading it up on the server and giving it a spin

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    Greater crested hermit ninja Boylee's Avatar
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    Re: cp_boundary_bay

    This does indeed look nice. Look forward to having a charge about in it.

    Btw I reckon you need some Mann Co. containers in there bud

    P.S. Apologies for the shameless plug
    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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    Playstuff Member .ps SPHinx's Avatar
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    Re: cp_boundary_bay

    Quote Originally Posted by Boylee View Post
    This does indeed look nice. Look forward to having a charge about in it.

    Btw I reckon you need some Mann Co. containers in there bud

    P.S. Apologies for the shameless plug
    No apologies needed. I have, in fact, already added those since this alpha 3 release. You will find them peppered all over in alpha 4/beta 1.

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    Greater crested hermit ninja Boylee's Avatar
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    Re: cp_boundary_bay

    sick

    nice map name btw
    cp_triplet - ctf_chicane - cp_cruff - pl_clifftop

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    Re: cp_boundary_bay

    wow - look top notch, can't wait to give it a test

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    Playstuff Member .ps SPHinx's Avatar
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    Re: cp_boundary_bay

    Updated this to beta 1 today.

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    ლ(ಠ益ಠლ) Logan's Avatar
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    Re: cp_boundary_bay

    Cool - it's a really solid map from my solo run round. not been playing much as i've been doing my comp entry map. will get it on the server to play soon

    edit: ok, it's in beta, so it's on the teamplay server Feel free to request it when you're on (whomever is reading

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    Playstuff Member .ps SPHinx's Avatar
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    Re: cp_boundary_bay

    Cheers for adding this to the server. From what I could tell of today's play test, the last point still needs some work to make it more friendly to the defending team. I am thinking of pushing the first spawn room back and placing some balconies over the final point. Perhaps tweak the re-spawn times a bit too.

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    Re: cp_boundary_bay

    BTW the vent needs to be more noticable, i only noticed it when someone told me it was there, maybe put a [CONTROL POINT ->] sign there or something
    Cookie given from: SPHinx

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    Greater crested hermit ninja Boylee's Avatar
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    Re: cp_boundary_bay

    There are vents? lol

    I thought this map played great, there were a few comments along the lines of 'So I herd you liek containers, lol' which, to be fair are not entirely unfounded. However, since it's set in a container yard it's inevitable. I think aesthetically they'd be less incongruous with a custom skybox that makes it clear you're near the sea, and maybe some ships and cranes in the distance. That said the mountain from the alpine skybox texture has to stay as it fits perfectly.

    As far as the map layout goes I thought there were very few problems, and overall it played nicely. The last point seemed a little hard to attack as the only ways into it were through doorways that are fairly easy to cover. I'd think about shrinking the area surrounding the final point, maybe opening up one of the routes into it a little and perhaps providing a little more cover for attackers too. That's just from our playthrough though, which stalemated on the last point. More tests will show if this is actually a recurring problem or if it was just that isolated game.
    Btw I love the internal layout of the building between middle and the last point, don't change it one iota.

    Also there was a couple of nooks and crannies that looked like they should go somewhere and didn't, I'll try mark them on a screenie or you.
    EDIT: here you go.




    Good stuff though dude, I look forward to playing it again.
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    Re: cp_boundary_bay

    I love the mid point. Don't change a thing.
    The right hand route from 3 to 4 (as you attack) is hard to notice and is barely used. It doesn't really look like there is a route there.
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    Billionaire Extraordinaire Two monkeys from a Tzu.'s Avatar
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    Re: cp_boundary_bay

    It took some time to get the last cp after taking cp4 but personally I think it happend because the defense was good.
    From the upper exit to the last courtyard soldiers and demomen could harass the defense engineers so that the only places to place an sg covered the point and not the exits, but I've actually never taken the entry way to the last point that Boylee pointed out so I can't say anything constructive about it. Once the attackers have cleared out the sentries in the open there is not much cover for the defense except the hut on the other side of the cp where a sentry will probably be placed. I fear once you herded them all in they will be collateral damage once the inevitable uber comes to wipe it out.
    I agree with Boylee about the dead ends in the middle of the map, I often turned a corner only to see a wall where I expected a doorway until I figured the map out.
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    Re: cp_boundary_bay

    I did enjoy defending in it last night, Got loads of kills with a sniper . Good map.
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    Playstuff Member .ps SPHinx's Avatar
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    Re: cp_boundary_bay

    Thanks for the feedback all. I've tried to give you all cookies (or thumbs-up), but the site is not cooperating with me. Boylee is the only one who gets a cookie so far.

    I am surprised to hear about the stalemate on the final point. I will have to watch the demo (if one appears). In previous tests, the biggest problem seemed to be a steamroll from the center point on and the impossibility of defending the final point. I am glad to hear that this was not so. But since neither steamroll nor stalemate is good, something must be changed. I had the thought of opening up the overhead of the final point, giving the defenders a balcony overlooking it (rather than the solid, low roof) with some cover.

    In any event, I will make some changes based on your suggestions before next time. Thanks again.
    Cookie given from: Boylee.ps

  18. #18
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    Re: cp_boundary_bay

    Good map, really enjoyed this.

    I think the stalemate wasn't really a problem with the map, more how we played it (at least one engi on either side, good snipers on defence, and a defending team seemingly reluctant to try and push out).

    The only real problems I had with the map was that the routes between points weren't as clear/simple as they could be. I'm thinking more signs.


    I'll try and get some more games on this next time I'm looking to change the map on the teamplay server.
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    Re: cp_boundary_bay

    As we played it yesterday...
    I don't have much to add - the most has been already written above.
    I enjoyed this, very nice play between 2nd, 3rd and 4th point. As said before, it needs more signs - especially if you want people to notice the way through ventilaton. (and some "watch your head" signs because of soldiers on containers )
    In comparison to the previous time we played it, this time the last point got capped very quickly - there were almost no fight there - it propably depends on teams, because this time we had no engies or snipers.
    Maybe add some ammo packs near the central point? I was running around as a scout, there were few medkits around but I couldn't find ammo (maybe I'm blind and it's in noticeable place ) - it was the first time for ages when I had just 1 scattergun shell
    Anyway, very good, enjoyable map!
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    Playstuff Member .ps Goldenrod's Avatar
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    Re: cp_boundary_bay

    General points - looks very good, balance and flow of game seemed good from points 2 to 4. But I think I would echo Angry's point - once point 4 went point 5 followed almost immediately and I can't recall an occasion when point 5 was defended to the point that 4 was then recovered. Perhaps it wouldn't be a problem with a full 12 v 12. But overall, I enjoyed it.
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