CP safebox

T

The Asylum

So is this like Gravel Pit, where they have to capture the first two points and then the last one unlocks? Or is it just like 2Gorge with one more point?

also, a download link helps
 

Melvin D Engineere

L4: Comfortable Member
Feb 25, 2012
173
192
From today's gameday:

D894664CE0576FB3BB2614D676FF4980E7F9FFFA

64123E8DEAC8C4F86B08436BF5F535BCAD0546A4

712C9C41851DED66FE6F9D8CF8FA206F6A1CB39C

38B90BB25A1D2B6CC187D3035172E5449E333325


Just missing cubemaps??

On a different note, the map download link on this page is broken.
 

colacan

L5: Dapper Member
Apr 14, 2012
235
85
Looks like a case of missing cubemaps to me, unless that little sign in the last screenshot has a custom texture (my guess, default chrome metal without cubemaps)
 
Sep 7, 2012
638
500
Here's some feedback on cp_safebox_a10a as promised.

First, this sightline needs to go:
cp_safebox_a10a0000e.jpg

To be quite honest with you, while I thought the "fighting-in-the-spawnroom" idea was kind of cool at first, I'm beginning to think that your map is suffering from it. I think keeping your spawn room as a structure to block visibility would be much more useful, maybe with flanking paths around it but not through it.

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Secondly, I thought that the following area was too large, considering that it's more of a flanking route:
cp_safebox_a10a0001e.jpg

I would suggest shrinking it up a bit to where the blue outline is, and moving a health pack to the location specified, making it easier to access for players coming or going. Also, the inside of that building pointed at by the orange arrow should be changed as well, perhaps move the doors so that they don't make such an obvious hallway and sightline?

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Next, this room here is quite large considering it's only a passageway to other rooms. I would suggest focusing the players' movement a bit by either giving a reason to go there ( a health pack or ammo) or just blocking it off a bit.
cp_safebox_a10a0002e.jpg


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The actual A point is pretty good in my opinion, and I really like the width of the bridge leading to it. However, Red doesn't have a lot of options for setting up sentry guns or other defenses without putting them in extremely vulnerable positions. I would suggest either putting a barrier above the point or moving the bridge off to the side to make an alcove for a Red engineer to build his nest.
cp_safebox_a10a0003e.jpg


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This area is really large and open. I would suggest condensing it like so:
cp_safebox_a10a0004e.jpg


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This area is hard to hold onto as Blue, making it difficult to push at times. A small health might help.
cp_safebox_a10a0005e.jpg


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Stairs might be nice here:
cp_safebox_a10a0006e.jpg


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Finally, it might be nice to try blocking this off, right now i find that area just a pain in the ass to be in:
cp_safebox_a10a0007e.jpg



Hopefully that helps.
 

Melvin D Engineere

L4: Comfortable Member
Feb 25, 2012
173
192
From earlier this week...I sticky jumped up only to realized I could only stand on the balcony's guiderail...and there's no floor for said balcony...
B42F2BA6BBBE2276BE4B2D1B96DD4F42D5B8E338