Concept

When shall we test?

  • Now! (2ps out of 3cps)

    Votes: 3 9.7%
  • Finish the map first blob. - make the 3rd point.

    Votes: 28 90.3%

  • Total voters
    31

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
cp_concept (Good bad name)
 
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StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
Agreed with absurdist. I wanna play it soon! :D:D:D:D:D:D
 
Mar 23, 2010
1,872
1,696
I came. 5CP? gpit style?
 

Moose

L6: Sharp Member
Nov 4, 2009
312
616
This looks amazing.

From the pics, I saw a couple of displacements that might be akward to walk up, and a couple of the areas seemed like they might be a bit cramped.
 

Tinker

aa
Oct 30, 2008
672
334
Make the three points, then start testing. I remember testing 2 out of 3 points in Blackgold, and while it did make for some fun matches, adding the third point afterwards made for totally different gameplay across the board.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
inb4blobgivesup

Looks nice, hope it plays well as well! Just hurry up and release it!
 
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Hastur

L1: Registered
Jul 30, 2010
39
3
This is astoundingly awesome - although the displacements could use some more work. I'll be interested to see what direction it takes during the artpassing...
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Which displacements are bad? The displacements that have been done are for game play purposes.
 

Moose

L6: Sharp Member
Nov 4, 2009
312
616
Which displacements are bad? The displacements that have been done are for game play purposes.

You just need to bring some of the disp ramps up closer to the edges of the platforms they lead up to, and smooth them out a bit.

Also yay can't wait to play this
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
First 2 points played out nicely. Although 2 was pretty easy to defend with an active mobile defence, mostly of soldier and medics playing skirmish infront of the one predictable sentry spot. Might have something to do with the constant hieght advantage and doorways that made rockets and grenades slightly OP. Feel free to increase the size of some of the rooms so explosives don't constantly trap people against the ceilings or in corners of small rooms.

Ammo felt a little scarce... i found myself running from one control point area to another or queueing for a respawning item if some pyro charged a bunch of dead/half dead enemies and ate all the weapon drops. 1 or 2 more small ammo drop points would be nice.

Only other thing i would say is that team filtered door that looks onto CP 2 should be made 1 way or at least locked until capture of CP 2. BLU were running up and then retreating into it after a failed assault of CP 2 (i think it was the advanced spawn?). From then they'd just take pot shots at sentry positions from it from the safety of an impenitrable room with a supply locker.
 
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Mar 23, 2010
1,872
1,696
don't give up on this. i liked this one :O