Bluff

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
cp_bluff is (going to be) a 3 stage hydro-themed a/d map. I currently only have the 1st stage done, but i'll get to the 2nd and third stages once i get the basic layout of the 1st staged finalized (if I end up having to completely redesign the last point, it would screw up the beginning of the 2nd stage)

thanks to:
ABS for the mapping resource pack
Ravidge for the colored texture things
 
Last edited:

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
Looking quite cramped, and fairly chokepointy, but the brushwork is definitely there.

See if you can open the map up a bit more, adding around another 128units to each side. That should help reduce the crampiness.

Looking good so far though
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
Your pakratting worked (at least i saw no errors showing up), but you can also test that by renaming your model and texture folders.

Some things i noticed:
- area in front of the blu spawn might be too cramped and hard to get out
- strange stairs at cp 2
 

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
ok, i'll try opening up the map in general, and maybe adding more doors out of the area in front of the blu spawn

also, which stairs are strange at cp2?
 

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
updated to a2. Changes include:
Widened the area outside of the blue spawn
Added another exit to the area outside of the blue spawn
Fixed some logic that was messed up
Widened the building connecting the 1st and 2nd control points, and made certain sentry spots better in that building
Widened the cap area for cp2 and lowered the cap time
 

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
gameday bump (please don't comment on size/stairs/chokepoints unless you have suggestions to improve those)
 

Rikka

L5: Dapper Member
Feb 10, 2009
208
388
The distance between the 2nd point and Red's spawn was far too small. Otherwise you seem to be aware of all the problems.