- May 26, 2009
- 399
- 115
Hey all, first map I'm not too ashamed to upload my WIP shots of here. Stormy Bluff is a Gravelpit-style attack/defend CP map with three (3) initial points before the final point - a rocket ship sticking out of the Red's gargantuan barn built strangely on top of a Mesa somewhere in the midwest.
The Blu spawn area is excessively more detailed compared to the rest of the map (I haven't even started to build the A-C control points yet) right now because I'm building Stormy Bluff with two gametypes in mind:
1) Gravelpit-style CP, which I'm focusing on and is the version this thread will be dedicated to. Once I've finished this, though I'm going to convert it over to:
2) Artesia's awesome new, Eye-of-the-Storm-inspired gametype debuting in his cp_Confinement which you should check out here. For that build, I'll be turning the Blu spawnrooms into battlements overlooking the central Nucleus Jaws (where the flag will spawn) and moving the Red and Blu initial spawnrooms to new locations. I'll be releasing that version of Stormy Bluff in conjunction with another map I'm working on (also for Artesia's gametype) but more on that one when it's not a sightline and optimization nightmare.
The Blu spawn area is excessively more detailed compared to the rest of the map (I haven't even started to build the A-C control points yet) right now because I'm building Stormy Bluff with two gametypes in mind:
1) Gravelpit-style CP, which I'm focusing on and is the version this thread will be dedicated to. Once I've finished this, though I'm going to convert it over to:
2) Artesia's awesome new, Eye-of-the-Storm-inspired gametype debuting in his cp_Confinement which you should check out here. For that build, I'll be turning the Blu spawnrooms into battlements overlooking the central Nucleus Jaws (where the flag will spawn) and moving the Red and Blu initial spawnrooms to new locations. I'll be releasing that version of Stormy Bluff in conjunction with another map I'm working on (also for Artesia's gametype) but more on that one when it's not a sightline and optimization nightmare.