CP construct

Sylver

L1: Registered
Jan 29, 2012
38
2
A 5cp map I'm developing, planning on using a mix of the koth_king and construction pack assets.

Possible upcoming changes:
Work on the lights more
Rework the 2nd points
Remember to nodraw the outer walls next time
 
Last edited:
Sep 7, 2012
638
500
Hey man, I just did a quick flyby to see what was up and I have a couple things I think you should know about....

First, in terms of scale and all that it seems pretty good, and should be relatively fun to play!

However, you seem to be missing a few textures and models! Either you've chosen broken models and textures, or you haven't packed the custom ones you used into the bsp properly. Here are some pictures to show you some of the problem areas:

cp_construct_a10000.jpg


cp_construct_a10001.jpg


The purple and black texture might be present on your computer, but it isn't on mine! (Or there's an error). Same with the error model.



Finally, I would quickly suggest that you change your final point a little bit. In general having only shutter doors as a way into an area is a bad idea, it makes it too easy for the defense to control. In addition, your final point is very barren and the defense doesn't have anywhere good to set up - meaning that they're probably going to be camping those doors like crazy.
 

Sylver

L1: Registered
Jan 29, 2012
38
2
Woops, I completely forgot to pack the custom stuff. My bad, I reuploaded the file now.

Finally, I would quickly suggest that you change your final point a little bit. In general having only shutter doors as a way into an area is a bad idea, it makes it too easy for the defense to control. In addition, your final point is very barren and the defense doesn't have anywhere good to set up - meaning that they're probably going to be camping those doors like crazy.

For last, I'm gonna try and come up with ways to make it more interesting. Although I'm hesitant to mess with the size since it seems like all the last points in maps are gigantic nowadays and I really like smaller last points like Badlands and Gullywash, I'll probably mess around with the entrances and add some railing/barriers on the upper areas.
 
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Melvin D Engineere

L4: Comfortable Member
Feb 25, 2012
173
192
After looking at the last two screenshots, I have to ask you this question: is the middle point supposed to be a bus stop??
 

Sylver

L1: Registered
Jan 29, 2012
38
2
After looking at the last two screenshots, I have to ask you this question: is the middle point supposed to be a bus stop??

I'll figure that out when I have to detail the map and I have to actually make sense.

Anyways, I just realized forward spawns didn't work, thats what I get for not fully testing the map. =L

So yeah, a1b uploaded.
 

Sylver

L1: Registered
Jan 29, 2012
38
2
a2 released

-Reworked last point
-Fixed some of the lighting stuffs
-Cut down on shutter doors in lobby between 2nd and last points
-Removed unneccessary props (rip random steamroller)
-Added new flank route under mid
-Fixed bridge areas at mid

B5PnrrN.jpg

DQgmElq.jpg

aV4jxkZ.jpg
 

Sylver

L1: Registered
Jan 29, 2012
38
2
Updated to a3
-Reworked lobby
-Widened the side routes at mid
-Added health under mid
-Moved choke at mid/2 farther back
-Added windows at last

Hopefully I didnt screw up any more logic stuff so I can actually get feedback this time.
 
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