CP 72_thekieranator

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Well. Not sure if it was the team balance or what, but RED was able to hold B against us both times, and almost kept us from taking A the second time, as well as pushing all the way back to spawn-camp us into oblivion. Funnily enough, despite how open the map was, there didn't seem to be a major sniper problem. I was doing a goodly amount of sniping myself on BLU, and I only even saw theirs maybe twice.
 

TheKieranator

L6: Sharp Member
Mar 6, 2011
282
213
A2 has been released!

Changelog:
- Set respawn times
- Raised canyon and added another exit
- Shifted bridge away from the cliff slightly
- Reduced capture time on Capture Point A
- Added additional route to Capture Point B
- Added another door to the tunnel so people don't try to go down it after it closes off
- Added another ramp out of the lower area at Capture Point C
- Placed blockbullets brushes in the grating at Capture Point C
 

TheKieranator

L6: Sharp Member
Mar 6, 2011
282
213
Ha ha, another version! A3 is now out. No screenshots this time.

Changelog:
- Added one-way door to dropdown at Capture Point B
- Calibrated health and ammo distribution
- Blocked off one door on the bridge to reduce defenders' effectiveness
- Constructed additional signs
- Fixed the door in the tunnel that was not opening
 

MetalKev

L2: Junior Member
Mar 5, 2012
70
23
Played on this today, had an awesome time. I thought B was an exemplary bit of mapping, it felt challenging but possible to hold. I also really liked how you connected A and C for the duration of the map. On the downside, the final point was nothing special, and I felt like there was no decent sentry location for A on defence (though that may be intentional).
This has potential to be really good dude!