Cataclysm

CapellanCitizen

L2: Junior Member
Mar 31, 2010
77
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cp_cataclysm is an attack/defend control point map with a A>B+C>D format. It is set within a RED "Hydroelectricity facility", and features a mix of open combat arenas and underground base combat.

Truck props by TheDarkerSideOfYourShadow
 
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Passerby

L2: Junior Member
Mar 27, 2010
99
15
pretty cool layout but i feel all those long narrow hallways with just get choked up and un passable once there are some demo's and heavies playing your map, and it could really use some detail but into things, and in screenshot 2 that structure would look much better and fit in better if it was rounded.

but i do see lots of potential, just fix some choke points up and it could be a very fun layout to play on.

GL hope this was some help
 
Mar 23, 2010
1,872
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a->b
c->d
?
sounds kewl.
 

Passerby

L2: Junior Member
Mar 27, 2010
99
15
so just a linear style cp map where there is only one point open to cap at any giving time.

when you said A to B and C to D it sounded like both points A and C were open to cap at the same time and when you capped A it opened B or when you capped C it opened D.

kinda like a parallel cap system
 

CapellanCitizen

L2: Junior Member
Mar 31, 2010
77
16
Oh crap

Due to not thinking this through while adding the truck passageway, I have a door that cuts through it when opening. B2a will be along shortly, whenever I can get access to hammer and the VMF.

@Bagofchips

The picture uses orthagonal projection. There's a thread on how to do this floating around somewhere on the forums.
 
Sep 1, 2009
573
323
For me walking though those halls is really boring and makes me feel sad, why not add some non accessable rooms or something to break up the long and boring halls. Otherwise I think players will get tired of running down those halls again and again.
 

CapellanCitizen

L2: Junior Member
Mar 31, 2010
77
16
Update Bump, It took me forever, but a2a is finally out. Get it while it's hot.

For me walking though those halls is really boring and makes me feel sad, why not add some non accessable rooms or something to break up the long and boring halls. Otherwise I think players will get tired of running down those halls again and again.

Godslayer, this is only an alpha version, and all detailing is temporary and sparse. Also, any particular rooms? The flythrough is out of date and come to think of it, I should remove it *Zips off to edit*
 
Aug 10, 2009
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It's hard to tell from the orthogonal shot, but it seems as though there's little interconnectivity between B and C, which might lead to the game being forced into first B, then C. That almost seems to defeat the purpose of the point order though, so you might want to center them in front of A.