CP Raise

Moonrat

nothing left
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Jul 30, 2014
932
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What tis this? Well, I guess I should specify...

Cp_Raise is another map from me!

Q/A

Q: Where did the other maps you done gone?
A: Well, you see, the thing with my maps is that I usually base them around an idea. That idea is usually one that ends with me realizing that it was too ambitious to start with. Usually a visual or gameplay choice....

Q: The 72H Map?
A: ctf_caves is a pretty bad map, I put little effort into it, as I was just focused on getting a new entry in period. It was made in about an hour, and I don't like the map. I may pick up CTF someday, but on much different terms....

Q: What kind of CP?
A: Linear Attack/Defense. With 4 points! Why four, because I thought it would be cool to run this type of gamemode a bit longer....

Q: Why 4?
A: Because I am hoping to structure the map to make it so BLU pushes a lot....
 
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Zed

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Aug 7, 2014
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I expect to see a higher payroll.
 

Zed

Certified Most Crunk™
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Aug 7, 2014
1,241
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Raise your dongers ( ͡° ͜ʖ ͡°)
 

Moonrat

nothing left
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Jul 30, 2014
932
585
Almost ready to release a1! I jsut have to make sure everything is working.....
 

Zed

Certified Most Crunk™
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Aug 7, 2014
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I can tell you right off the bat that there are some issues.

First and foremost, your skybox? WAAAAAAAAAAAAAAAAAAAAAAY too low. In the upper areas, it takes a single rocket jump for me to hit my head. Take the highest reachable point on your map, and make the skybox extend a good 700 units or more above that. Raise the ceilings in most of your buildings, too. I'm hitting my head from pressing space.

Second, neither team has forward spawns. It's gonna be a long walk for either team if any of them die at the wrong point. Throw some in.

This also has to do with something else I think will be a bit of an issue. The second point just kind of feels like it's there. It's not the center of attention in the area, and it's very close to the first point. Plus, you've got an awful bottleneck immediately before it. Either the defense here will be impossible to break, or it'll be a throwaway point due to how far away it is for RED. I would get rid of it, personally. At least add another entry.

Not really sure I like how the first point is structured. Everyone attacking it that isn't a jumping class will be funneled through a tiny building which seems to be easily spammed out. None of BLU's entrances into the area offer any positional advantage, either.

You don't have any func_respawnroomvisualizers on your map. RED can simply waltz in through the setup gates like in Dustbowl. I'd advise against letting them in.

Third point seems interesting. I'm interested in seeing how it plays out.

Your cap zones on first and last are too small. Expand them a bit.

There's a really bad chokepoint immediately before the last point. I already know that it's going to be a huge grind for BLU to get through. Conversely, it'll be impossible for RED to take back control of the area once they've lost it, because there's only one exit to their spawn. Have about 3 decently spread out exits. And don't be afraid to expand the spawn room! Give it more interesting architecture! Add some flank route to attack the point with, too.

Here ends this week's episode of feedback dump. Most of this is just first impressions, and the immediate issues should be pretty easy fixes.
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
I can tell you right off the bat that there are some issues.

First and foremost, your skybox? WAAAAAAAAAAAAAAAAAAAAAAY too low. In the upper areas, it takes a single rocket jump for me to hit my head. Take the highest reachable point on your map, and make the skybox extend a good 700 units or more above that. Raise the ceilings in most of your buildings, too. I'm hitting my head from pressing space.

Second, neither team has forward spawns. It's gonna be a long walk for either team if any of them die at the wrong point. Throw some in.

This also has to do with something else I think will be a bit of an issue. The second point just kind of feels like it's there. It's not the center of attention in the area, and it's very close to the first point. Plus, you've got an awful bottleneck immediately before it. Either the defense here will be impossible to break, or it'll be a throwaway point due to how far away it is for RED. I would get rid of it, personally. At least add another entry.

Not really sure I like how the first point is structured. Everyone attacking it that isn't a jumping class will be funneled through a tiny building which seems to be easily spammed out. None of BLU's entrances into the area offer any positional advantage, either.

You don't have any func_respawnroomvisualizers on your map. RED can simply waltz in through the setup gates like in Dustbowl. I'd advise against letting them in.

Third point seems interesting. I'm interested in seeing how it plays out.

Your cap zones on first and last are too small. Expand them a bit.

There's a really bad chokepoint immediately before the last point. I already know that it's going to be a huge grind for BLU to get through. Conversely, it'll be impossible for RED to take back control of the area once they've lost it, because there's only one exit to their spawn. Have about 3 decently spread out exits. And don't be afraid to expand the spawn room! Give it more interesting architecture! Add some flank route to attack the point with, too.

Here ends this week's episode of feedback dump. Most of this is just first impressions, and the immediate issues should be pretty easy fixes.

1. Yeah, it's kinda low, I'll raise it up a bit.....

2. I was going to add them, but I forgot about it, they'll be there after the second point in A2

3. I'm not too sure on the second point either, I'll probably restructure it to make it more interesting....

4. I was thinking kinda like Dustbowl's first point on the second stage, but I need to improve it....

5. I didn't think it would be problem, but it might...

6. I had an idea....

7. Ok, I thought they were good, but then again I was one player.....

8. I was going to open the building by the last point, but I didn't think it would be too good.....

It's good to have some feedback, thanks for it....
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
Yay! Gameday!

What did we find out? This map sucks ass!

This is one of my weakest designs!

It sucks!

Everything is the problem!

I'll put V2 in the orphanage....
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
Yay! Gameday!

What did we find out? This map sucks ass!

This is one of my weakest designs!

It sucks!

Everything is the problem!

I'll put V2 in the orphanage....

Now let's not be hasty, there's some potential. I had some fun on the 3rd point, all it really needs is some more flanks and some more cover and you should be fine and dandy :)