Southsilver

CP Southsilver a2

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
After roughly ten days of planning, revising, and buckling down to finally block this out I bring you a control point map to the exact tune of gravel pit.

"Arriving via train BLU is looking to assault a farming complex owned by RED. This complex wraps around a mountain side and has vast amounts of rich soil. As BLU captures A and B the point C will unlock. C is within the mountain surrounded by a spytech base controlled by RED. This high-tech facility was built for mining silver that was found within the mountain."

It's farm theme because I have a cow in the 5th screenshot.

That's all the narrative you'll get out of me. I truthfully have no idea what theme I should employ, it wouldn't be difficult to change at any time through alpha so feel free to suggest one. As of right now it's farm / mining with a heavy spytech emphasis around C.

As of July 12th: More layout feedback!

As of July 9th: Layout advice and observations on gameplay please, I plan to throw this through at least one game day and a few imps before moving to a2.

Here is a .bz2 of the most current release: Download .bz2
 
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Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
The cow sells it.

Even without the cow to back it up, this looks awesome. Excited to see it played.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
This looks great! I do think you need to open up the areas around the capture points more, though. Only testing will tell, but it looks a bit cramped around the capture points. (Last is fine though since it should be harder to cap.)

Can't wait to test this!
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
If anyone is interested here's the demo that was recorded today: Hopefully linking directly to it is ok.

It gave me some priceless insight into what I should change, thank you everyone that played it today. I've already begun making my list of changes for a2. Route changes, choo choo.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
Here's an update to Southsilver, hopefully VIDE worked.

Download: .bsp
Download: .bz2

A2 Release (July 12th 2015)
========================
General
-Lowered RED respawn wave time to 8 seconds from 10 // At all points of the round
-Both A and B have had their capture times lowered to 27 seconds from 30
-Removed excessive pickups around C
-Lowered the large health kit under C to a medium health kit
-Cleaned up pickups around A and B
-RED resupply lockers are now a little farther back
-BLU respawnroom visualizers moved forward on both A & B routes
-Removed a window on the second story building looking down at A
-Removed the wooden plank "wall" near A
-Enlarged A capture zone slightly and added more cover
-Moved the position of a side routes door near A to help improve flow
-Repositioned B itself to accomodate layout changes
-Removed a jump route near B
-Added two new playable roof areas by B
-Added a bridge underpass on the main path to B from BLU battlements
-Added a new building by the B silo
-Removed a dead end on the BLU side of B area
-Added a new connection to B from the tunnel paths // This should make A <=> B rotations smoother
-Tweaked cover all around C
-Inverted a path from RED spawn that leads down to the low ground of C
-Closed off an area under one of the grated walkways by C // What a silly engie spot
-Removed the RED side spawn // This confused players
-Redesigned RED spawn to be more cohesive and do a better job at keeping the team together
-Double door exit out of RED spawn now a single big door // This confused players
-Fixed a sightline by C that was pretty hardcore // It had to have been at least " this " big
-All doors now open just a little bit faster // 600 -> 700
-Switched to VIDE in place of Pakrat // Hopefully this 'VIDE' program actually works
-Playerclipping improved here and there
-Lighting improved overall
-Lightly detailed some areas I don't think are going to change drastically
-Cleaned up signs to reflect layout changes
-BLU resupply locker next to A route now upright
-Added a third resupply locker in BLU's spawn building
-BLU ambulance now actually blue
-Scaled up the water by A to 1.0 from 0.25
-Added hazard strips around edges of capture area for A and B
-Added a hoop to BLU spawn // For setup fun time, once I get the soccer ball to work right
-Added hazard strips to the foot of the exit of BLUs spawn // Hopefully lets BLU know not to change class outside the spawnroom
-I'm sure I forgot a lot that I did
 
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