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CP Teddy final

Made by honeymustard

  1. honeymustard

    honeymustard L9: Fashionable Member

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    Powderhorn

    cp_teddy is a 2 control point attack/defend map. Please enjoy.

    Thanks to Rexy for the custom rock model and the Construction Pack people for some overlays.
     
    Last edited: Jun 22, 2011
  2. honeymustard

    honeymustard L9: Fashionable Member

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    I'm going to reserve this post for something good.

    also i forgot to add arrows but I did mean to put them in. A2 will have good arrows.
     
    Last edited: Jan 6, 2011
  3. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

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    Teddy! :D
     
  4. Zemskiss

    Zemskiss L1: Registered

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    OMG ! There's a real teddy in the last screenshot ! AWUSUM !
    P.S. The layout seems to be quite good so far.
     
  5. honeymustard

    honeymustard L9: Fashionable Member

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  6. Engineer

    aa Engineer

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    I'm confused. :D
    Was that intended to be there? :p
     
  7. honeymustard

    honeymustard L9: Fashionable Member

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  8. tyler

    aa tyler snail prince, master of a ruined tower

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  9. Fr0Z3nR

    aa Fr0Z3nR I do things sometimes.

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    You know, if you squint and look at the last screenshot, the rocks to the right of the point look like a bear...

    I also see a random small HP pack on the roof...
     
  10. Engineer

    aa Engineer

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  11. honeymustard

    honeymustard L9: Fashionable Member

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    Oh yeah, that's Yogi Bear. Ain't no thing.
     
  12. tyler

    aa tyler snail prince, master of a ruined tower

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    After I did this it's less of a likeness and maybe more my imagination. But.

    [​IMG]
     
  13. honeymustard

    honeymustard L9: Fashionable Member

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    I've already started working on a2 because I hate dev textures...

    [​IMG]

    That'll be as far as detailing goes (on buildings) until beta. Should look nicer once the ground is done.
     
  14. IrishTaxIDriver

    IrishTaxIDriver L5: Dapper Member

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    Honeymans with the map and the skills and the stuff ~!_**SLaMDuNK**_!~



    :blushing:
     
    Last edited: Jan 6, 2011
  15. Sgt Frag

    Sgt Frag L14: Epic Member

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    The last room could be larger imo if it's a final cap. Just really tight and small.

    Overall I thought it was pretty fun though.

    The room with the garage door and sidehall, both entrances can be covered easily by one sentry.
     
  16. honeymustard

    honeymustard L9: Fashionable Member

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    Yeah you're right. I'm going to expand the lobby quite a bit and add another entrance and probably a second floor. Will also redesign the last point somewhat. Got tons of ideas from tonight, so thanks.
     
  17. Zhan

    Zhan L5: Dapper Member

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    I agree with everyone else who said the overall scaling is a bit high, at least in the size of the area around the first capture point.

    EDIT: one other thing I think would be good would be to have more nooks and crannies to duck into as a spy in some of the open areas. Some of the hallways around the last point felt too tight to maneuver comfortably as well.
     
    Last edited: Jan 13, 2011
  18. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    Metal around A : move the existing stacks to more obvious spots (especially that big box), add one or two additional medium boxes between the point and BLU's spawn. General area around A could be a little overscaled / too open.

    B was alright with me in terms of layout and scaling, but I think BLU's spawn times are too long. For A/D maps Valve's spawn times are 2s for BLU and 10s (default) for RED, and I think you're a little far from that. The final room could be a little biger as was mentioned (plus big, impressive final rooms give a sense of grandeur to your spytech base), but make sure that there are at least one or two sentry spots that can cover the capture area and can't be easily outranged from anywhere the attackers are coming, the wrangler shouldn't be a requirement.
     
  19. honeymustard

    honeymustard L9: Fashionable Member

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  20. honeymustard

    honeymustard L9: Fashionable Member

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    For the next version I've added a forward spawn for blu... I've also fixed the spawn times (accidentally had -2 for red on the A cap, rather than +2). I'm also going to look into redesigning the B point, or at least expanding it quite a bit. There's no real place for blu to set up a forward base at the moment, so I'll try and work on that.