CP hubbub

slunchy

L1: Registered
Jun 13, 2010
13
8
g-pit style cp map

trying to make an acceptable layout,
i was thinking some sort of geological superbase as a pretense for attacking it.
anyhow, hope you fooz enjoy it
 
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tyler

aa
Sep 11, 2013
5,102
4,621
merlins.gif


lookin good slunchkins
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
some thoughts

niche here would improve that area i believe
http://dl.dropbox.com/u/9180221/TF2/cp_hubbub_a20001.jpg

and here too. also that path to c is narrow with too much slaloming. widen plox
http://dl.dropbox.com/u/9180221/TF2/cp_hubbub_a20002.jpg

replace those covergiving brushes with props. that will make them not look like part of the walkway, making layout easier to perceive
http://dl.dropbox.com/u/9180221/TF2/cp_hubbub_a20003.jpg

random ass visualizer that i was able to run thru as red
http://dl.dropbox.com/u/9180221/TF2/cp_hubbub_a20004.jpg
 

slunchy

L1: Registered
Jun 13, 2010
13
8
doom/sergis, the first photo is unspecific, what do you mean by "here"?
on the left wall, on the furthest?
close it off and put a roof over it?

as for the 2nd, i tried to change that in a2

3rd, i just changed it a little

and 4th, that's to show it's a one-way door
both teams can see the no entry texture from one side.
 
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Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
doom/sergis, the first photo is unspecific, what do you mean by "here"?
on the left wall, on the furthest?
close it off and put a roof over it?

as for the 2nd, i tried to change that in a2

3rd, i just changed it a little

and 4th, that's to show it's a one-way door
all classes can see the no entry texture from one side.

on the wall i drew a paintover niche :p just carve out a bit more space (not literally carve)

as for visualizer, thats used only for respawnrooms in tf2. used on onewaydoor its odd and confusing