cp_hydrazine

cp_hydrazine a5

cp_hydrazine a5 changelog:

this is building from my Microcontest 9: Buddy System entry. that map is retroactively hydrazine a4.

- changed window design to better communicate what's open or closed
- removed gate that opens on A capture
- added closed windows on A-facing side of A->B overpass
- closed up a doorway overlooking A at tall building close to A
- added a rock to block a very long sightline from the back of A deep into BLU->A
- partially obscured chickenwire barrier at A
- added two closed windows overlooking side area at tall building close to A
- closed up a few windows:
-- one at tall building near rocks at BLU->A
-- one at shed at BLU->A
-- B-facing windows at A->B overpass
- moved B back a bit
- removed doorway into B side building nearest to A
- made the chickenwire divider beneath B easier to see
- expanded B->C
- BLU are no longer forced through a single doorway in B->C
- shuffled RED spawn around a little bit
-- RED now spawn more toward the middle of the room
-- for A and B, RED spawn close to the exit
-- for C, RED spawn further back in their spawnroom.
- added a splash of colour and some signage i didn't have time for during the microcontest
- remembered to change settings from prefab defaults:
-- A takes much longer to capture.
-- B takes much longer to capture.
-- C takes slightly longer to capture.
- RED team is respawned on A and B capture.
- adjusted respawnwavetimes for each team. hopefully. idk if gamerules is actually listening to the inputs i'm sending it. fucker.

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a3 changelog:

- C reroute

That Also Sucked. too many places to go, and almost all of BLU team missed the shorter route to the point and instead tried to rush RED spawn.
instead, i've cut out the back corner of C, leaving BLU with only the short route to C and RED having to go through C to reach BLU.
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BLU's upper and lower routes have been smushed together - the upper route is now a high ground overlooking the lower ground, and does not lead directly to C.
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BLU's underground flank route to the rear of C point has been simplified a bit, and should be more obvious to players thanks to the other changes around its entrance.
BLU have an additonal dropdown balcony route to C. a long fence blocks gunfire from C, but not sight. this should help if the other routes are taken by RED.
the lobby and curve after B should now be much harder for RED to hold, with less cover and resources nearby.
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- raised skybox ceiling over A
- shortened wire fence at A point's far side

hesitant to change A much yet, since the bulk of feedback has been about last so far.
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- adjusted signage and colouration across the map, and added an extra door behind B, to try to better direct players.
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- added no entry shutters to closed forward spawns

three people ran face first into closed forwards. yall play normal tf2, right?
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boy, that changed.

a2
CHANGELOG:
- changed mapname to cp_hydrazine

rrrrrrrrrrocket fuellllllllllllllllll
- remade everything up to (and including half of) B point
yeahhhhhh that sucked. the new A is still pretty flat, but i'm waiting on a playtest to figure out how to improve the point in an interesting way.
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- heavily modified C
cut BLU walktime in half(ish) with a ramp onto C point just after the curved section, and added cover to C point.
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added a second RED spawnroom further back that opens into the latter half of the old C route, activated on B capture.
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- outer faces of all windows at C are now opaque
both teams could get a huge amount of information about the areas ahead. this will bring it more inline with other maps.
- max time upped to eight minutes, setup increased to 70s
- tweaked respawn times
- raised capture times

completely forgot to change all the timings from ABS prefab defaults. whoops.
- RED team now gets a forced respawn wave upon A capture, in addition to their existing one on B capture
- BLU team now gets a forced respawn wave upon B capture



fun fact! straight-up hydrazine isn't used as a rocket fuel because it's a fucking terrifying chemical.
cp_UDMH doesn't sound as cool, though.