CP Trio

h3r1n6

L4: Comfortable Member
Sep 7, 2009
158
95
Hi,

this is a 3 control point push map I was working on. It is basically a test to see how and if this works. I tried to account for the additional point with a larger distance between the points, the map is still shoter than a 5cp map.

The last point is more like a normal control point, as it is in the center of the area and caps slowly.

The middle point is comparable to granary mid with a bit of freight mid I guess and pretty much like a point would be in a 5cp map.


1st pic is the middle point
2nd pic is the yard inbetween both points
3rd pic is the last point
 
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waxpax

L5: Dapper Member
Feb 25, 2011
238
151
Ran thru your map just a little bit ago, it's looks interesting. Here are some things I noticed:

You might want to add something to either block this sightline on mid, or give the point some sort of cover from a sniper since you probably wouldn't be able to cap at all if a sniper was up and covering the point from here.
JJjF4.jpg


I think you should either make this pack a medium, or widen the area under the point. This area under the point is going to be pretty much a death trap (esp if you can splash thru the grates) and a pill probably isn't enough of a reward to justify the risk of going under the point. That said, there's way too much health on mid atm, but I don't know how to really fix it. If you remove the mediums on the side, it hurts the rollout, you could make them pills, I guess but that's going to probably slow down the rollout since the demo will be at lower health on mid. I think probably getting rid of the pills on the tower would work since that height advantage is probably enough to justify jumping up there, maybe. Considering the map, I think I'd keep the mediums on the side, keep the pill under the point and enlarge the under area some like I said earlier, and get rid of the pills on the towers. With so much health around, you wouldn't even need a medic on middle and I don't know if I really like that.
uYC5E.jpg


I don't normally talk much about the art choices/style of a map, but, you need to choose a better texture for the wood walls like this one on Blu side, it's just too red and was kind of confusing. Maybe use a concrete wall or something, idk.
a6FC3.jpg


You probably want to fix this:
yXbOR.jpg


I'd kind of like to be able to see thru this wall, maybe make it a fence or window or something? It would allow defenders on the left to see a center push more easily and it would allow the attackers to have a better idea of what might bomb them from the right.
99WAO.jpg
 
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waxpax

L5: Dapper Member
Feb 25, 2011
238
151
Tried pugging your map tonight, people didn't really enjoy it here were some comments on it: can't push fake second (yard area between mid and last), forward spawn is really weird as it lets you go back to last instead of forward, and you can't really push once you lose mid.

Here's the stv: http://www.mediafire.com/?tuidc2ega99z2ru