CP wartrack

re1wind

aa
Aug 12, 2009
644
588
encrypted

5cp Halloween themed map

Download link for a4

http://dl.dropbox.com/u/12171801/cp_encrypted_a4.bsp.bz2

cp_encrypted_a4

8FAE763D5F8FFB4B0897509A2DD6B56977983354


night-time spooky medieval-era cemetery and crypts that just happens to be between a red and blu base.

Name change to cp_encrypted.

crypt: place where dead people are entombed. death, ghosts, spookyness.

encrypted: protected, guarded, unknown contents

en-crypted: think entombed. being entombed within a crypt: buried.


May or may not contain exploding/normal pumpkins.

May or may not contain ghosts.

May or may not be a Halloween event map.
 
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YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
You've used that truck waaaaay too many times.

I'm concerned about the distances between the points, it looks a TON smaller than the original warpath (which is not bad at all) but it also looks a TON smaller than similar maps today, like badlands.
 

re1wind

aa
Aug 12, 2009
644
588
testing walk times now:

scout - 13s
soldier - 20s (walking)
pyro - 18s
heavy - 21s
demoman + stickies - 13s
engy: 17s
 
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Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
26 seconds from main spawn to middle for a heavy using the shortcut.
37+ without it.

its big enough.

In case anyone's wondering, that's the time it takes a pyro to walk from spawn to enemy flag on doublecross.

With other classes, that might be too short - have you compared it to other 5cp maps?
 

re1wind

aa
Aug 12, 2009
644
588
/me mumbles angrilly about back button on mouse making me loose all my date...


Right, lets start again then.

times are approximate, and have an error of a few seconds varying on black magic.
all times are in heavy speeds, without use of any speed-enhancing equipment.

cp_wartrack_a0
heavy with shortcut: 21 seconds
heavy without shortcut : 31 seconds

cp_well
31 seconds from spawn to gates during setup

cp_granary
30 seconds from spawn to middle point

cp_badlands
24 seconds from spawn to middle point

cp_coldfront
31 seconds from spawn to middle

cp_foundry
31 seconds from spawn to middle point

cp_fastlane
29 seconds normal heavy from spawn to middle point

cp_5gorge
34 seconds normal heavy from spawn to middle point

cp_antiquity_rc1
29 seconds

cp_yukon_final
31 seconds

Think i have enough data points to come to the conclusion that the shortcut door is actually unnecessary.

checked it again, and indeed, the long way to the middle point is 31-32 seconds. I've also noticed that it takes 21 seconds to reach the 2nd cap point, which is 3-6 seconds longer than what i noticed on all the other maps, so that's good information right there. :)
 

re1wind

aa
Aug 12, 2009
644
588
tbh i don't think there is a nice bell curve to these times. once you find the shortest route there's not much more time you can shave off.

there are a few details than one can be pedantic about as well, but those times won't change much. maybe 1 second quicker and up to 3 seconds longer. These times just measure walking distance, and don't include the tactical advantage of the route: upper/lower route, faster unsafe route, longer advantageous tool, etc.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
The name change was probably a good idea. I really didn't see any resemblance to the Warpaths I've played.
 

re1wind

aa
Aug 12, 2009
644
588
Officially requesting thread name change to encrypted, if possible.

also teaser screenshots

I'm probably going to need to make or find or outsource a stylistically compatible texture set for bones, crypts, etc.

0B8894E13563D4D7814A0AA055104FFB1C8AFC97

A1E012BD534CAEDE373269AF094FA7CC13B41B0F

3E21A958365B9FD7FEC61D75F018230DC9A0FAEF
 

re1wind

aa
Aug 12, 2009
644
588
04:22 - rewind: seems like main issues with encrypted right now are obvious.
1) moar light
2) moar signs (more visible signs)
3) forward spawns
Littleedge disconnected.
04:23 - ])oo]v[: 4)moar intuitive layout
04:23 - ])oo]v[: 5)work on the contest map before the deadline comes

1 - easy
2 - easy
3 - less easy but overdue (& better forward spawns)
4 - maybe. will try to un-corridor the map as much as possible and lower walls/buildings etc to create more landmarks.
5 - eh... >_> feel like redoing first cp area and last area with red main spawn. name is also stupid. :<
 

Deodorant

L6: Sharp Member
Oct 31, 2011
263
214
I flew around the map a bunch as spectator, and while that didn't give me a lot to say about the flow of gameplay, I can say a few things about the design;
The general feel is really nice. You have a consistent, atmosphere-building color scheme with differentiates this map from other halloween maps. However, I think separating the materials a bit more could help make the map easier to navigate. For example, you could make the architecture around the neutral point all stone, the outer points a mix of stone and wood, and the inner points all wood. Or vice versa.
Also, tone it down with the gargoyles. Just slightly. Please?