CP Intersection

Headhunter09

L1: Registered
Apr 29, 2012
47
10
Due to a slight logistics error, BLU has built their new pipeline straight through a RED mining operation. With the incompetent accountant fired, mercenaries have been brought in to solve this problem like men.

The gametype works like this:

There are two middle points (B and C). Capture these, and the enemy's last point (A or D) unlocks. The two middle points lock for 30 seconds (although it will extend over if you have any capture progress). After that, the defending team must take back a middle point to lock their home point.
 
Last edited:

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Isn't there a cp_intersection already?
 

Headhunter09

L1: Registered
Apr 29, 2012
47
10
Yup, thanks to the unexpected test today, A2 is out.

I thought the test went fairly well.

The last point is now locked until the two middle points are captured. Also, dynamic elements change when the last point opens up. Minor layout changes.

Couldn't figure out a good way to cut off the top of the pipeline fence, sorry. I'll figure something out for the next revision.
 
Oct 6, 2008
1,947
445
That road leading to the point in image 2 - wouldn't it be easier to use an overlay - it might solve that misaligned texture on the curve
 

Headhunter09

L1: Registered
Apr 29, 2012
47
10
Alright A3 is more of a fix, because it contains 100% fewer broken spawns and bad game logic, while containing no real new content. It's like a diet version.

Also, I may enter this into the unique CP layout contest, but I also have a different map in the works, and I'm not sure how many submissions are allowed.