Started way back in the summer, fixed up and finished (the layout) just today.
Uranium is the temporary name for my 5 cp steel-type map since TPG shamelessly stole it's original name. An incident I have not uet forgiven him for.
Point configuration is as follows:
C....D
...E
A....B
Found the original plan image:
With blue spawning below A and B and red spawning above C and D.
-At map start blue have two, pretty much, only options: cap A or B.
-Once one is capped it opens a route through to the other, and each has it's own route to E that opens after capping.
-C and D manipulate the E control point itself. C closes the pit surounding E and D raises the point to be level with the surroundings instead of in a dip that needs a crouch jump to get out of.
-All points capped add time and shift spawn times in blu's favour.
-Once all four outer points are capped an aditional route opens from blue's spawn to E.
To cut down on the confusion of multiple spawning locations for red (steel always confused me when red's spawn changed location) I've got a teleporter system, its nicely labled and quite clear.
-Red have four teleports in their spawn, two towards A, two towards B.
-Each teleport takes the red team to near point A or B, one way travel only, red may still choose to run to A/B via C/D/E if they wish.
-Once A is capped A's teleports disable, once B is capped B's teleports disable.
-Blu cannot sap the teleports so don't bother to try.
I'm not sure there is much else to say about it.
The name will be evolving, don't worry.
Uranium is the temporary name for my 5 cp steel-type map since TPG shamelessly stole it's original name. An incident I have not uet forgiven him for.
Point configuration is as follows:
C....D
...E
A....B
Found the original plan image:

With blue spawning below A and B and red spawning above C and D.
-At map start blue have two, pretty much, only options: cap A or B.
-Once one is capped it opens a route through to the other, and each has it's own route to E that opens after capping.
-C and D manipulate the E control point itself. C closes the pit surounding E and D raises the point to be level with the surroundings instead of in a dip that needs a crouch jump to get out of.
-All points capped add time and shift spawn times in blu's favour.
-Once all four outer points are capped an aditional route opens from blue's spawn to E.
To cut down on the confusion of multiple spawning locations for red (steel always confused me when red's spawn changed location) I've got a teleporter system, its nicely labled and quite clear.
-Red have four teleports in their spawn, two towards A, two towards B.
-Each teleport takes the red team to near point A or B, one way travel only, red may still choose to run to A/B via C/D/E if they wish.
-Once A is capped A's teleports disable, once B is capped B's teleports disable.
-Blu cannot sap the teleports so don't bother to try.
I'm not sure there is much else to say about it.
The name will be evolving, don't worry.
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