cp_palenque

CP cp_palenque a17

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
cp_palenque - Mayan themed Attack and Defend

Palenque, the Mayan's Red City. A place of mystery, redness, and conspiracy. Is there any truth to the Palenque Slab about ancient space travel? Probably not but that won't stop the Mercs from fighting over it.

This is my attempt at a map for the Mayan project. It's loosely inspired by the map Temple of Anubis from Overwatch. If you are familiar with that map then you can probably spot the similarities easily. This is not meant to be a clone of Anubis but just to use some of it's ideas as a basic framework to build off of in the hopes of making a map that isn't awful.
 

Jekyllson

L3: Member
Jun 20, 2015
115
67
Terrific name. It would've been my first choice for a Mayann-themed map name; "Palenque" has a great ring to it.
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
-Moved A point and remade geometry around it
-Remade blu forward spawn
-shortened area between blu first spawn and A
-made left route near blu first spawn to the windowed balcony more obvious
-shortened area from blu forward spawn and B
-remade connecting building before the opens space between A and B
-messed around with some lighting
-changed dev textures to help players know where they are easier
-added, removed, and moved around signs
-added soccer ball physic object to blu spawn so Wormatty has something to play with during setup time

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
-remade b and it's connectors from A
-shorted distance between A and B points
-Remade red spawn to fit the new B point, made sure to give it 2 exits this time
-added signs to A
-added dead end sign to dead end health n ammo area between blu spawn and A
-added area portals and hints for optimization purposes
-added some prop fading to cliffs and waterfall props to aid in optimization
-messed with lighting a bit
-other things I don't remember

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Waveitup

L1: Registered
Jun 20, 2014
6
2
I posted 9 screenshots with that last update. Are they not showing up?
It doesn't look like your other screenshots are showing up. I can see them all on the update page, however the main post is still showing the old screenshot.
Have you edited the overview page?
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
-fixed building in blu spawn
-fixed respawnroom visualizer not showing on lower red enterance
-removed wooden fence by red upper spawn exit and replaced it with a lower fenct easily jumped over
-fixed players getting under stairs between A and B
-added med health pack by full ammo at A
-moved around brushes in the small area to the right of red's upper spawn
-probably some other small stuff I don't remember

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
-added 3rd capture point
-redesigned both 2nd and 3rd points
-added staircase in 2nd and 3rd connector to make upper path more obvious
-red now shares blu's forward spawn. Red team uses it till A is capped and blu uses it after B is capped
-fixed respawn times
-minimal detailing
-moved one way door behind cover
-added wall to upper path in 2nd and 3rd connector
-moved bridge before 3rd and closed off where it previously was.
-opened up wall to the far let of the bridges new location
-created cave like area on the upper cliff of the jump flank between 2nd and 3rd
-some other things I may not remember

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
-removed roof above A making it more open
-balanced blu spawn to be less campable hopefully
-removed collisions on Mayan cap points and replaced them with invisible displacements
-removed warn red paint from the top of the area above B that people thought was pools of blood
-added nobuilds to capture areas (I thought you couldn't build in cap areas by default)
-moved health to be more obvious in lil cave area before jump flank
-lit up the lil cave before jump flank better

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MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
1,937
1,280
-Labeled A point so blu team can see it from their spawn
-fixed collision issues with Mayan doorframe props
-removed red pain splotches from B that people thought was blood
-added detailing to main doorway into B/C connector to make people notice that it goes to C and not A
-added signs for red to know where A is instead of always going to C cause no one can read the but C sign on both doorways
-added small upper walkway for defenders at B/C main doorway
-increased B cap time to 25 seconds to give red more time to get to it after they all died trying to defend A
-moved jump flank by B/C connectors closer to the lower ledge so anyone who somehow manages to get over there with a non jump class can get back easier
-added railings and death pit signs to the small balcony thing you stand on to get to the jump flank
-replaced small crate in that upper window area on the left of Blu Spawn near A point with a wooden panel that has an arrow pointing to A on it
-some optimization that hopefully helps instead of hinders
-minor detailing
-I think that's it but I may have forgotten something
-fixed floating props
-made blu forward spawn door open from both inside and outside

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
-redesigned A to be easier to cap by Blu
-redesigned B to be closer to red spawn and a bit easier for them to hold
-redesigned forward spawn to point red toward A at the start of the match
-removed death pit in forward spawn (was meant to kill idle players but seemed to not work as intended
-redesigned jump flank and removed middle jump point players who got there as classes it was unintended for got stuck on
-redesigned B-C connector to fit with B's new layout
-updated localization files
-internal preparations for upcoming update

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