CP Gruntwork

RogerMasters

L2: Junior Member
Dec 15, 2008
61
8
Hi
this is my new map of five points .
I do not have much what to comment of this project.:p
_ Designed with both competitive
_ Additionally the usage of the "Fan" over the scattergun is emphasized as it opens up many flanking opportunities for an active scout.
_ intended for 6v6 :eek:hmy:

Note
3dSky is just basic (later it will be improved).:blushing:
 
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Dragonstorm24

L4: Comfortable Member
Nov 16, 2009
196
66
I don't know if having flanking routes for scout only is hardly fair for a map in general...

Overall though, it looks nice.

If you make it a choice like if your a scout and you do this you may get there faster but be easier to kill or more easily detected to balance it out, it might work
 
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h3r1n6

L4: Comfortable Member
Sep 7, 2009
158
95
Your download points to the assymetrical cp contest thread.

Edit:
Anyway, from the screenshots, if the point below the bridge is the mid point, you have the yukon issue. Capping is too dangerous, camping on one side and stalemating too good of an option.
 
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about 20 ninjas

L1: Registered
Feb 1, 2010
44
7
I agree with the above. Mid point needs some kind of protection or advantage, right now it looks like it would be pretty spammy and easy to cover. But I suppose if it plays with only 6 vs 6, then might balance that issue out somewhat. Something to consider :S

Gotta keep momentum rolling, stalemates are no fun.
 

RogerMasters

L2: Junior Member
Dec 15, 2008
61
8
Your download points to the assymetrical cp contest thread.

Edit:
Anyway, from the screenshots, if the point below the bridge is the mid point, you have the yukon issue. Capping is too dangerous, camping on one side and stalemating too good of an option.

fix
 

h3r1n6

L4: Comfortable Member
Sep 7, 2009
158
95
Overall:
-Too many ways in and out the areas
-A few too many small corners/props etc. to hide in and behind
-Map is too wide
-Overall, too many ressources.
-The placement of medium healthpacks, in the actual comp maps, they are in positions that are central and you can easily reach, but not places where you would be standing constantly. You got the second part, but on some of the placements not the first part. And again, there are too many of them.
-The large ammo packs always feel like they don't belong in 5 cp, same here.

-Making the map for fan scouts is a bad idea. It is banned in European leagues anyway. At the least make the middle jumpable by a normal scout.


Spawn:
-Why is there a hole in spawn where you die? I thought it was a dropdown and died. There is no reason for that.
Last:
-attackers on last get a really easy high ground, which makes that point really hard to defend, there is no position the defenders could really take.
-so with that and the long sniper sightline (defenders on the point itself, you would have to hold the room in front of last, which will be more possible, but still hard, since it'll be still quite possible for players to sneak through and cap or pick your med
-even if holding that works, it's kind of an odd concept in my eyes, because holding last should be a backed up against the wall last stand.
-cap time is too fast regarding the size of the cap zone and the design of the room

2nd:
-no position to hold without the enemies being able to completely push around you, or get a good height advantage
-only position you could actualy hold is the roof, which isn't too good of an idea in itself (design wise)
-The roof above makes it seems more suited for an A/D map like gravelpit (B roof is really similar after all), I wouldn't have thought jumping up there would be possible without that health
-The inside feels a bit claustrophobic, especialy the part where the medium health and large ammo it
-too much space to be in
-The far left way to mid is unnecessarily long


Mid:
-The position of the cap zone is as I already mentioned questionable, it is too narrow, too easy to spam people on
-Cap time is too slow, especialy with this vulnerable of a point