CP s2a_compound_beta

studio2a

L1: Registered
Apr 22, 2009
17
0
Another update to one of our previous maps, this time "ctf_s2a_compound_beta". (Of course, the original map layout was derived from Counter Strike's "Compound" map).

We replaced our custom "Defend the Flag" gametype with simple control point play, updated the art and layout in key areas, and optimized the map for much better performance.

While we still hope to get some interest in the DTF game, requiring users to download a custom HUD makes it tough to get a map tested- hence, Control Point mode! This is a simple CP map, with no required order to capturing, and no re-capturing by Red.

It would be great to hear thoughts on the CP layout, timing, whether they should be sequential, re-capable by red...etc. The art for this map may be in "Beta" stage, but the CP gameplay is definitely "Alpha" at best!

Thanks for looking!
 
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Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Aha! I remember this map. - I seem to recall it had a leak. - I hope this is fixed now, seeing as it's very dark.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Got some issues with overlapping tread textures, there.
 

waxpax

L5: Dapper Member
Feb 25, 2011
238
151
I think you should make the points neutral and make it so that you have to have all three points to win a round, like cp_fallout. We pugged fallout once and that domination-like game mode was a lot of fun; I think your map would also be a lot of fun if you tried this game mode and figured out reasonable cap times.
 

(s2a) yahodahan

L3: Member
Apr 22, 2009
144
18
Hi waxpax, thanks for the suggestion. I think the spawn/overall layout of this map would make a Domination game unbalanced, since Blu spawns outside the walls, Red inside, Red would have a big advantage. Since the CPs are so close though, Domination could be fun, if the spawns were changed up/etc...maybe we'll give that a try too? Thanks!
 

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
the graffiti on the container looks pretty