Grassland

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
cp_grassland by MrLate;
Version: rc3

Changes in RC3

*More clipping added
*Blu entrance to A is now harder to camp
*Ammos on B tweaked

Download zip: http://dl.dropbox.com/u/3300848/cp_grassland/cp_grassland_rc3.zip
Download bz2: http://dl.dropbox.com/u/3300848/cp_grassland/cp_grassland_rc3.bsp.bz2
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This map is 3CP A/D map. BLU attacks and RED defends, as usual. Theme is something between harvest and gorge.

Credits: The Re-Colored Pack: Ravidge

Special thanks to: A Boojum Snark - Resource Library is so useful.
 
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Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
I tried to google if there was map called enclave...

I will change the name when I release A2 :d
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
I sent my map to "Map Testing - Sunday 27". If people says it's too small/there are not enough space, I'll make it bigger.
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
Gameday bump!

Tell me how to improve the map!
 

Trust

L1: Registered
Dec 6, 2008
42
78
Some enclosed spots are too dark, A and B seem too easy to capture. C is fine, but reminds me a lot of this point, pretty hardish to capture. More healthpacks. At the end of the day I still didn't find a way to get from A to B and vice versa (then again, at the end of the day people started to call me easy-confusable).
 

Arkosis

L1: Registered
Feb 19, 2008
28
4
Point A was pretty well done. The only concern was that maybe its a little easy to capture?

Point B seemed a bit small. the bridge idea is good though.

Point C seemed to be the main concern for the testers. It was really tough to push in on, and RED could defend from their spawn, not to mention the amount of leg room given to engies in those cubbies in the spawn.

Also like most people said. C had no flair to it. it just looked like a small box. Now it is an alpha1, so thats no big deal, but some attention should be paid to the architecture of C.

Overall, it was quite fun. Just needs a little bit more spacing and widening of some hallways and it'll be great!
 

Caliostro

L6: Sharp Member
Jul 6, 2009
261
110
Liked this map a lot, specially for an a1.

IMO the biggest problem with this map is the last point. Too easy to camp it. The point was just outside of the spawn making it easy to apply "guerrilla tactics". Jump out, spam a bit, if it gets dangerous, pop back in. As we mentioned in the test, maps like Gravelpit and furnace can work with that proximity is that they're also conveniently more difficulty for the defending team to access. They're not just outside the spawn, they require travel time or personal health sacrifice (Rocket/sticky jumping). This doesn't happen here, it's a short dash.

I figure the best way to "fix" this would be to either move the point across the plateau and add some cover, making it easier for the attacking team to access than the defending, to make up for the extra travel time involved in BLU running from spawn and preventing RED from camping from spawn, or "tower" the point, like in gravelpit or furnace.

Goodluck.
 

Fireman

L4: Comfortable Member
Mar 21, 2008
150
59
Loved the map. As has been previously said, find a way to keep C from being camped so easily by defenders. Make them have to work somewhat to actually be able to stand on it/set up in a good position.
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
Some people said C wasn't "epic" enough.

What you think about it now?
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Fun map overall. BLU could use some better opportunities for staging areas (although even Gravel Pit is at fault for bad staging areas, that's not an example you should follow in my opinion).

A lot of people said C was too hard, but I disagree. BLU won 1 of the 2 rounds, I think. It might very well have been team balance issues. That said, the area to the right of RED's spawn exit was maybe a little OP for camping Heavies (ie. me :p).

I didn't like the tunnels between the caps very much though. The tunnel between A and B and the tunnel to C having the same entrance is not good, people ended up going to C and seemingly trying to cap it for some reason after getting A or B. There should be distinct A-to-B, A-to-C and B-to-C tunnels, I think.
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
I didn't get to participate on gameday, but on screen 2, the building looks too open. Might consider narrowing the windows or blocking them off. Virtually no cover for someone on the point.
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
Noticed that. A was too easy to capture and I'm now making it easier to defend.
 
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Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
I have now released a2. It have multiple fixes.
A2: (cp_grassland_a2)
*A and B are now easier to defend
*C is now more interesting
*C is now easier to capture.
*Layout changes
*More health and ammo
*More detail
*Name changed
 
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Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
A3 released!
A3: (cp_grassland_a3)
*B modified a little
*More detail
*BLU spawn layout is modified
*Texture changes
*Other small stuff
I also uploaded new screenshots.
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Great fun! Not to mention, downright beautiful for an alpha.

I think the only things that came up in testing were that B is a goodish bit harder than A to capture and that C is too hard to defend. I think someone mentioned that the Red team has a hard time running to any good positions to have line of sight to the point.

That said, awesome map!