CP Alarum

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Too much deathpit is too much D:
Looks nice though, maybe a tad open and sniper friendly.
 

Atlantic T

L1: Registered
Apr 30, 2011
11
0
Too much deathpit is too much D:
Looks nice though, maybe a tad open and sniper friendly.

The deathpit gives pyros a chance to use their airblast to great effect! Well, that's the idea. :thumbup1:

I hope that the only sniper-friendly area is outside the C point, where the deathpit is.

The theory behind it is that I want points A and B to be relatively easy to capture, but C much harder. Gravel Pit, I find, often tends to get "stuck" on point B, and C can get neglected.

Thanks for the input though!
 

tyler

aa
Sep 11, 2013
5,102
4,621
That path to C is a terrible, terrible idea. If those bridges are flanks, fine. If they are the main or only path, you need to change it like right now. Or I guess play it once to understand, but jesus.
 

Atlantic T

L1: Registered
Apr 30, 2011
11
0
So there was an impromptu yesterday on the US server and they played Alarum. I took the feedback I got and I updated to Alpha 2!

Check the OP.
 

Harribo

aa
Nov 1, 2009
871
851
The open Bridges towards C and the really short walk time for red to get on point C made it impossible to attack, the way gravelpit corrects this is to put C up like 3 flights of stairs meaning that you can help slightly straight out of spawn when red but the distance keeps you from being very effective, it also increases the walk 2 or 3 fold for red while the small hut lets blue jump across and start their walk up the tower a third of the way up. Also the vulnerability of walking up the open sides gives a heightened sense of risk / reward to entering the point.
 

Atlantic T

L1: Registered
Apr 30, 2011
11
0
I think I might have to rejigger the entire layout at this point, but I'll definitely keep that in mind.