Team Fortress 2

Team Fortress 2

cp_urban_underpass
81 条留言
Nat-Tea  [作者] 2024 年 12 月 23 日 下午 12:16 
if it was ever added i'd definitely need at least 5 other mappers to fix it up and polish it in time haha
Serge Ivanov 2024 年 12 月 23 日 下午 12:14 
Been looking through workshop maps for stuff valve could add, this was actually really highly rated
Nat-Tea  [作者] 2024 年 12 月 23 日 上午 7:41 
definitely of its time for me lol, how did you find it if i can ask?
Serge Ivanov 2024 年 12 月 22 日 下午 9:20 
Super sparse with long sightlines, lots of missing models too.
SloppySausage 2021 年 1 月 23 日 上午 5:02 
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▓▓▓▓▓█░░░░ Valve , ░░░█
▓▓▓▓▓█░░░░Add This ░░█
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Nat-Tea  [作者] 2020 年 8 月 15 日 下午 9:30 
That should hopefully fix the issue of people having to download the models manually
Nat-Tea  [作者] 2020 年 8 月 15 日 下午 9:27 
ill try to pack the models and everything into the .bsp map file. Im on holiday right now so ill look into it when i get back
dbx 2020 年 8 月 15 日 下午 7:22 
great map, but with the use of external content how can we run it on a server from workshop?
ABSTRACT_DUCK 2020 年 5 月 1 日 下午 1:18 
theme is amazing ... as if Slaughter had a child with Mannhattan ... now imagine king-kong + func_breakable ...
badass McGuy 2020 年 2 月 3 日 上午 3:03 
never actually thought of that but you may be right, alternative community game modes might be a good idea for a map with this much open space
Spooqui 2020 年 2 月 2 日 下午 6:06 
no man this map is amazing
do you imagine this map in a versus saxton hale? :v
Nat-Tea  [作者] 2020 年 2 月 2 日 上午 9:56 
Thanks, im surprised you even managed to find it since many maps like this fade into obscurity after a few months
Spooqui 2020 年 1 月 30 日 下午 3:49 
IS SO FUCKIN GOOD I WILL DOWNLOAD THEM
recommn [3d commissions] 2019 年 7 月 31 日 下午 5:18 
Hey there, creator, just wanted to ask if I can use this map in one SFM project with your permission. If yes, please accept the invite.
badass McGuy 2019 年 7 月 31 日 上午 10:44 
hey listen here ground zero,
linksteamtrade
76561198088409502 2019 年 7 月 28 日 上午 5:21 
map too empty.
too many repeating textures.
7.9/10
Nat-Tea  [作者] 2019 年 6 月 26 日 下午 10:46 
It looks overused only from the birds eye perspective, from the ground it looks alright, and there is a variation to the texture it's just that the red-bricky ones are really similiar
Professor ! 2019 年 6 月 15 日 下午 9:06 
This Has potential There's just Overused brick textures. That may be the theme, but it's overused to a point where there's too much
TiahQ 2019 年 6 月 15 日 上午 4:31 
cool:steamhappy:
Nat-Tea  [作者] 2019 年 6 月 8 日 上午 9:29 
The readability and mid have been tweaked to have more open space
Nat-Tea  [作者] 2019 年 5 月 3 日 上午 8:25 
and a something like a fire emergency staircase could work
Nat-Tea  [作者] 2019 年 5 月 3 日 上午 8:24 
oh yeah, the last point area is all well lit, I just added the lights because I thought they looked really good on a last cp. I'll just remove them then
Corporate Stinkwoman 2019 年 5 月 3 日 上午 6:39 
Oh also, the ring of lights around the last point drops frames pretty hard, which is best avoided around combat zones. Maybe just have 1-4 brighter lights on the ceiling? Can't really remember how lighting works in hammer but if there's some way to just have ambient lighting in that area, it might help keep it bright without impacting framerate.
Corporate Stinkwoman 2019 年 5 月 3 日 上午 6:36 
Just read the updated description, I really believe this map could be something really good, maybe even comp-ready, if you reworked mid a bit and improved readability (those trams are all red at the height players walk, they could use a thin black band around chest height to prevent players from blending in). I'll have more of a walk around it tomorrow and give some more advice, but if you do make a new map, can I recommend a KOTH map? They're much easier to build, so you can iterate the point until you find something that plays well without messing with the balance and connections for the other 4 points.
Corporate Stinkwoman 2019 年 5 月 3 日 上午 6:29 
I think if you added a staircase or something near the forward spawn at mid, that would help with rotating from lower to upper. It's just too long to rotate, splits the midfight into two specific fights that don't interact.
Nat-Tea  [作者] 2019 年 5 月 3 日 上午 5:24 
I don't think i can change that without ruining the "no op sightlines" balance
Nat-Tea  [作者] 2019 年 5 月 3 日 上午 5:23 
But whoa, thanks for the advice and all. The only thig that I'm afraid of changing is where the mid cp is. Because if i would delete the fence and make it wider with constructions on the side, snipers that get there could see the whole map from one spot
Nat-Tea  [作者] 2019 年 5 月 3 日 上午 5:18 
I really don't know how to change the base model of the window, so the only thing that i could've done at that point is to just place an arrow, so that players would hopefully get that "huh i can probably walk through there". But i'll try to fix the clipping for sure
Sludged 2019 年 5 月 3 日 上午 4:52 
greet map
Corporate Stinkwoman 2019 年 5 月 3 日 上午 4:37 
still at 2nd, at the end of the open shipping container closest to the point, there's a weird little space that I assume is for people to hide or you just haven't felt the need to block it off, but that'd be the perfect spot to put a stack of barrels or something so people can get up on top of the shipping container.
Corporate Stinkwoman 2019 年 5 月 3 日 上午 4:33 
Also, have a run around the little bulldozer thing at 2nd, the clipping's really weird on it, you get stuck with multiple run angles.
Corporate Stinkwoman 2019 年 5 月 3 日 上午 4:32 
At 2nd, where there's a mound of dirt/sand next to a pile of steel I-beams, the beams look like a short staircase up to the point but you can't walk up them. Maybe change up the clipping on them so we can walk up? I think it's 18HU max for stairs, maybe 24
Corporate Stinkwoman 2019 年 5 月 3 日 上午 4:30 
Another thing, where you've got the ambulance and hearse, next to the onramp for the overpass at mid, there's metal sheets being used as a ramp for people to walk up. The right hand side is too steep and causes players to get stuck, like the old spiral staircase in CS:GO's de_dust. Maybe extend the sheets or build something else there to make the slope shallower?
Corporate Stinkwoman 2019 年 5 月 3 日 上午 4:25 
Rotations from lower mid to upper mid are currently over 20 seconds, which is ridiculous. Badlands has a similar design, but upper mid is larger, has drops down to lower mid, and the rotation from lower to upper is faster and has multiple routes.
Corporate Stinkwoman 2019 年 5 月 3 日 上午 4:22 
I can see that that's something you're aware of based on the broken X crate on the ground, but it's really not fun to more or less be forced to take damage from the map.
Corporate Stinkwoman 2019 年 5 月 3 日 上午 4:21 
In your last screenshot, as sniper, see the metal walkway in the middle of the room? That needs to be wider, right now it's too easy to drop down from the window from mid and completely miss the walkway, falling to the ground and taking heaps of fall damage.
Corporate Stinkwoman 2019 年 5 月 3 日 上午 4:17 
Also you need to improve signage on the map, because from initial spawn there's no implicit or even subtle indication of which direction you need to go, it's just 'here's your last point, figure the rest out yourself'. From spawn, it seems the best option is to turn right up the stairs, but there's no sign indicating that that leads me towards the enemy. Behind (from the initial spawn POV) the point there's dead space that sees no use and would be perfect for one of the arrow signs that appears in basically every map in the game.
Corporate Stinkwoman 2019 年 5 月 3 日 上午 4:08 
Mid itself is super bland, given that there's 1 small area to fight in. Maybe add a 'construction' area on the sides of the overpass, like clip-on lanes are being added or something just to make it wider. Also, the fences at mid have really janky clipping. Ideally we should be able to run over them without jumping constantly.
Corporate Stinkwoman 2019 年 5 月 3 日 上午 4:05 
On mid, where there's 2 trucks next to each other being used to give entrance to a window. First of all, there are bars over the window which makes it really unintuitive that you can go through those windows. Secondly, the clipping's really janky on the fence between the trucks and the window. The clips on the truck need to be horizontal, otherwise you can walk through part of the window but get stuck on the far edge of it.
Nat-Tea  [作者] 2019 年 5 月 2 日 下午 10:11 
And the spawns move depending on which cp you captured so that you don't have to walk around so much. Also isn't better when map is more open (without broken sightlines) than to be cramped up?
Nat-Tea  [作者] 2019 年 5 月 2 日 下午 10:09 
Any idea on what i should add to make the ground less "flat"?
Vacket 2019 年 5 月 2 日 下午 4:04 
too much flat, unending ground. looks to be a more open, bigger pain in the ass version of CP_granary that looks like paris from overwatch
Nat-Tea  [作者] 2019 年 5 月 2 日 上午 7:27 
Yes it is
Winters 2019 年 5 月 1 日 下午 4:29 
I think he's talking about that big puss-filled zit hanging from the clouds
Nat-Tea  [作者] 2019 年 5 月 1 日 上午 11:09 
Could you be more specific?
4 strength 4 stam leather belt 2019 年 5 月 1 日 上午 11:00 
kinda ugly
ABSTRACT_DUCK 2019 年 5 月 1 日 上午 7:27 
nice :cozyspaceengineersc:
Grandulf Tha Gruy 2019 年 5 月 1 日 上午 7:26 
This looks like the SUN server map but instead of being an idel trademap its an actual map
Nat-Tea  [作者] 2019 年 4 月 30 日 下午 11:46 
@sir pyromaniac no, the inspiration went from gang beasts (when me and my friend were playing it, i really liked the subway level, it had interesting lights and looked really good so i just made the subway first and from there i just made roads and buildings into the shape that would be fitting). And the Mid point was inspired by splatoon 2's reef
Ivy from Deadlock 2019 年 4 月 30 日 下午 7:33 
owo this is hella nice