Energy

CP Energy a20

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Dustbowl-style A/D map inspired by Gorge. Two rounds so far.
 
Last edited:

Sebi

L2: Junior Member
Aug 13, 2011
65
13
Does the container do block any campability at all? To me it seems just like it tightenes the space at which both exits are in sight. Or am I seeing something entirely wrong?
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Does the container do block any campability at all? To me it seems just like it tightenes the space at which both exits are in sight. Or am I seeing something entirely wrong?
It's supposed to stop someone from seeing both the ground spawn exits at once, thus rendering BLUs unable to spawn-camp efficiently. But it's also tightening the space, which is something I don't want.
 

Sebi

L2: Junior Member
Aug 13, 2011
65
13
Let steam exhaust from the ground that can be walked through but not seen trough. Of course it must fit your theme.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
I don't know how to do that effectively without killing framerates on lower-end computers. Also, that won't stop blind-fire.

Anyway, I've found a way around this and I will be uploading updated screenshots later.
 

Sebi

L2: Junior Member
Aug 13, 2011
65
13
Forgive me, if the only difference I can see are catwalks added, a container removed, and a spawndoor added.:confused:
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Basically I added a wall next to the spawn exit which replaces the container. Not much but as Swordfish said, small changes.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Download link is up. Feel free to bash my mapping skills now.
 
Last edited:

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
20/9/11 a2:
* Added more room between points
* Modified second point
** Added more walls around point
** Changed ramp from first red spawn to point
* Modified first red spawn
** Rotated spawn points
** Added wall to block visibility from outside the spawn room
* Optimisation improvements
* Lowered ceilings

Might upload to gameday soon.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Bumpity bump.

Didn't get into gameday this time because I was too late entering this map. Until the next gameday comes round I'd appreciate some feedback in terms of layout and such.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
No comments? :(

2/10/11 a4:
* Added railings
* Minor optimisation improvement
* Added some details here and there
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,258
unfortunatelly i joined gameday when your map had about 5 minutes left so didnt gather much to comment. what i did notice is that you have a quite a few rooms with ceiling height barely enough to jump and not hit the head. in the name of all scouts and explosive jumpers, i ask you to raise the ceilings if possible.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Based this update mainly around the feedback recieved from the recent gameday.

8/10/11 a5:
* Modified Capture Point A to be more open
* Completely changed paths to Capture Point B to be more open
* Increased RED respawn-wave time
* Decreased BLU respawn-wave time
* Raised skybox
* Raised ceilings
* Added more pickups, particularly health kits
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
23/10/11 a6:
* Completely changed textures textures
* Completely remade area between the control points, including the second capture point and red spawn
* Added health/ammo packs
* A few more doors
* Added more signs
* Other things I can't remember
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
24/10/11 a6a:
* Raised ceilings and skybox slightly
* Added spectator cameras (finally)
* Expanded storage room above second control point
* Added windows to storage room
* Moved a few crates and shit around in the storage room
* Added a few ammo/health packs
* Added guard rails
* Removed garage door since it was being a bitch
* Optimisation modifications
Most of the changes here aren't very apparent, which is why this is a6a rather than a7.

Also, comments please :(