CP Silica Valley

Soupstorm

L2: Junior Member
Sep 22, 2009
67
12
It's a long-form Attack/Defend CP map like Gorge, only with three points, and the area from Blu's spawn to the first point comprises close to half the map.
 
Last edited:

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
We need some screenshots riiiiight here.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Besides the (sorry to say) not so great use of textures, I feel like it might be too small, even with A being half of the map, A>B and B>C look less than that...

There also, just from teh screen shots, might be too many routes onto a point. I can't Download it right now to check, but thats what it looks like from the screenshots.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Ideally, textures should be left until beta.
 
Aug 10, 2009
1,240
399
Your control points look really really close unless the map is deceptively scaled. I suggest you stretch out the map and move the control points a little more away from each other, so the gameplay won't force each team to turtle like junction.

EDIT: Also, to get your map tested, head over to the events section and sign it up for a gameday!
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
The layout is very much like a maze. What look like obvious exits to the next area turn out to be dead ends, and the real routes are small, hard to notice, and so winding that they look like you're going the wrong way until you come out on the other end.


This. Our first round as RED, most of the team just stood there staring at it instead of going to the first point, apparently thinking it was a starting gate or something.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
I left feedback on the worst bits: I said this layout was "Unintuitive" and i want to expand on that: the most obvious route was never the right one. The points were instantly obvious from the start, but then the routes to them were usually oddly-shaped, and forced you to go around the back too much. Flanking routes at A and B took you so far past the point i twice missed B entirely and had to double back.
Plus, the Chokepoint between B and C was horrible, you should never, ever, ever, ever, ever ever, have only one route between places.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
I honestly think it is wise to take points and areas around them from map, scrap everything else and plan areas between them. Right now map is quite a mess, points are good but areas connecting them are not, points are in any case so close to each other that no matter what you do, map will be spamfest because each point is one rocket jump away from each other, this is not good at all.