Copperhead

owly-oop

im birb
aa
Apr 14, 2009
819
1,215
I'm too lazy to update the OP after each update. The pictures in the OP are outdated

Blah! So here is my dustbowl style a/d map. My goal is to make it bigger and more open than dustbowl. I don't know how it will play, so i await gameday. But first i gotta finish the map :p

I was inspired by yukon's theme so it might look like it with a bit more green

The pics above are just the raw layout of stage 1, no entities and some areas are unfinished


Thank you void for making the SEXIEST. SKYBOX. EVER. (sorry sky_well_01)
 
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Waif

L7: Fancy Member
Mar 22, 2009
412
125
What happened to your contest entry?

Anyway this map looks interestingly fun, seems to be a good use of height advantage and areas for each class to excel in.
Looking forward to playing it.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,215
Stage 2, capture point 1, raw brushwork done.

Pics aren't the latest version, i cut down the sniper sightlines a bit

cp_supertoaster_stage20000.jpg

cp_supertoaster_stage20001.jpg

cp_supertoaster_stage20002.jpg

cp_supertoaster_stage20003.jpg

cp_supertoaster_stage20004.jpg

cp_supertoaster_stage20005.jpg
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You wouldn't happen to have contacted me for help on this map would you?

I recently deleted a bunch of copperhead vmf's sitting on my desktop but i can't for the love of god remember who they belonged to.

Otherwise.. there's another "copperhead" floating about this community somewhere. I don't recognise this layout, so i think there probably is. Unless its name got changed.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,215
You wouldn't happen to have contacted me for help on this map would you?

I recently deleted a bunch of copperhead vmf's sitting on my desktop but i can't for the love of god remember who they belonged to.

Otherwise.. there's another "copperhead" floating about this community somewhere. I don't recognise this layout, so i think there probably is. Unless its name got changed.

Huh?

I tried searching and i can't find a map named copperhead
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
Judging from the pics the layout looks pretty impressive. The layout seems to be pretty well planned - the main problem I had with Dustbowl was that it became very spammy along the choke point in the last stage, with only one weak alternative route for disruption which resulted in long drawn out games of blind rockets. Opening it up is a right move in my opinion and the pics represent that overall. Keep up the good work.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Nah, you're ok. I went and checked the vmf and found it was Blade's old version of what he has now renamed to "deadwood". So yea, the names still free.

Oh, and it's looking very tastey sir.
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
That capture area looks awesome. Is that the first, or the last, because I can't actually tell..?
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
So, on the stage with the orange vent:

There's 2 main routes for Blu coming from Cp1, one which is on the lower level and one which goes up to a higher level (Which you then turn right to get to the vent area), and there's a ramp that connects these two paths. When you're coming from Cp1 and take the right route, that leads you to the vents, it's really really really really easy for a red to come up the ramp from the other route and that places them behind you (I'd be fine if they appeared in your peripheral vision, but behind is more than a little annoying).

I'd suggest flipping the ramp 180 so that Blu can see who is using it, or even removing the ramp altogether.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,215
So, on the stage with the orange vent:

There's 2 main routes for Blu coming from Cp1, one which is on the lower level and one which goes up to a higher level (Which you then turn right to get to the vent area), and there's a ramp that connects these two paths. When you're coming from Cp1 and take the right route, that leads you to the vents, it's really really really really easy for a red to come up the ramp from the other route and that places them behind you (I'd be fine if they appeared in your peripheral vision, but behind is more than a little annoying).

I'd suggest flipping the ramp 180 so that Blu can see who is using it, or even removing the ramp altogether.

Can you take a picture of the area you're trying to describe? i dunno what you're talking about :p
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,215
Extremely simple.. and effortless change to stage 1. Keep it? yes or no

aczq0g.jpg


Blocked off the door that let you see both paths. Hopefully this will reduce spam by not allowing red to shoot at both paths when they want

Colored it a dif dev texture so you could tell where the doorway was