CP blorav

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
cp_blorav; a new theme every week.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
I'd have to see it in game, but those greens look super vibrant compared to the rest of it. A bit of color correction would probably help with that if it is an issue.

Well I already made some testing, and imo the green can be nice if I find the good lighting.

rav.jpg


Just a first idea ofc.
 

Tinker

aa
Oct 30, 2008
672
334
From the HH test night:

This was fun, an interesting take on indoors combat with high ceilings. I think you mentioned the second stage wasn't quite ready that, but the issues with that should be obvious from the demo.

I really liked the verticality of it all, and the first point was very fun to fight on - it felt a bit like Badwater's second point, where you have to control the surrounding upper area to be able to cap the point way down below. The second point I'm a bit iffier on, especially as the BLU team is forced through these small doorways to get to it - they basically have the choice of coming through a choke, another choke, or come from underneath (which I rarely saw people do, though that might be lack of knowledge). Opening the doorways here might alleviate that a little - something like the big doorways on Gorge tends to make it feel a little less cramped when assaulting.

Good stuff, looking forward to future updates.