CP Galilee (5CP)

Gerbil

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Feb 6, 2009
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So I finally got to making another map, I'm getting my hopes up for this one since it seems like the layout isn't a total disaster. I hope it plays that way too!

I'll throw this up on gameday sometime. :)

BZ2 download link: http://dl.dropbox.com/u/1835520/5cp_map/cp_galilee_a8.bsp.bz2

EDIT: Name is a placeholder for now. couldn't think of a better one.

EDIT 2: Map is now in the cp contest! I BETTER MAKE IT GOOD THEN. (Thanks Ravidge :))
 
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StickZer0

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Nov 25, 2008
664
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Looks a bit linear, not S shape like the other 5 CP's

*cough* Granary *cough*


...



*cough* Well *cough*



...



*cough* Freight *cough*



...



*cough* Coldfront *cough*
 

Fraz

Blu Hatte, Greyscale Backdrop.
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Dec 28, 2008
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Gerbil

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Feb 6, 2009
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Thanks for that, forgot I used a custom texture for the floors >_>

I'll release a small fix soon.
 

Gerbil

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Feb 6, 2009
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The test went pretty well, I didn't hear complaints about the layout (there are side routes wilson) but I did forget the signs. That's not much of an issue.

So what I've gathered is:

- Work on area between 1st->2nd
- Add more health kits in 1st/2nd
- Add signs.

Should I up the spawn times a bit for the attacking team? seemed like it was necessary.
 

Wilson

Boomer by Sleep
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May 4, 2010
1,385
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It is really fun map, my only major complaints were lack of any flanking route when pushing from cp1 to cp2 and lack of health around second point.
 

Gerbil

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Feb 6, 2009
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Need to open up last point a bit, maybe adjust some of the levels in the map since the height differences might be a bit too much, especially at second point.

if any of you have some sketches for ideas for the layout I'd love to see them. Trying to think of how to narrow the map down a bit.
 

Languid

L5: Dapper Member
Oct 9, 2009
240
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I actually quite like how 2nd plays, the actual point area is a bit spammy and most of the fighting takes place around it, but its kinda cool. I think your main concern should be changing up last, its really quite a challenge to attack
 

lana

Currently On: ?????
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Sep 28, 2009
3,075
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Just noting from the feedback, last should be your priority, considering the past two tests have asked that you make it easier to attack.
 

StickZer0

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Nov 25, 2008
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Last was very hard to attack, because there were sentry spots hidden underneath+behind the attackers, so they couldn't damage them, and there were huge sightlines coming out from the end.

In general, I didn't really notice a problem with sightlines so much as I noticed a problem with the whole map just being quite oversized, especially the height differences, it was never subtle enough, almost all the height changes required either running up a ramp or a rocket jump. Not even a double jump was enough for the majority of height changes :S
 

Gerbil

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Feb 6, 2009
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Here are some of the things I'm changing for A3

Adding another door from after 2nd to last to give attackers a faster way to access the point. This should also hopefully reduce the effectiveness of sentries at last. I've also made the medium ammo kit into a small kit since resupply is nearby.
a2a31.JPG


I've removed the solid ramp after 2nd and replaced it with a displacement ramp that extends to the walkway that leads to last to help with the whole "up down up down" thing. Also added some cover to the door and ramp to block visibility.
a2a32.JPG


Added displacement ramp near 2nd and added some cover to the 'container hallway'.
a2a33.JPG


Turned the bridge leading to 2nd from mid into a small room to block sightlines and overpowered sentries.
a2a34.JPG


Added a door near 2nd to break up a sightline and give attackers/defenders some cover.
a2a35.JPG


Do these changes seem good? I hope they'll solve most of the problems with the layout. Especially the chokepoint-ness.
 

Gerbil

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Feb 6, 2009
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Updated to A3

- A3 (1/1/2011):
> Changed the ramps near point 2 to displacement ramps.
> Changed bridge after mid to a small room.
> Added cover to the 'container hallway' near 2nd.
> Adjusted spawn times after mid and 2nd points.
> Added another doorway to last point.
> Removed some cover at last point.
> Minor changes.