Itza

CP Itza a6a

Muddy

Muddy
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Sep 5, 2014
2,576
4,593
cp_itza_a4:

* reworked right-hand route to A

* added more stuff to A

* fixed respawn times; RED no longer has a really short spawn time on B

* replaced the egypt textures with some prototype Mayann content (thanks YM!)

* revised health/ammo placements

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Viemärirotta

sniffer
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Feb 5, 2016
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* replaced the egypt textures with some prototype Mayann content (thanks YM!)

Are prototype content the pl_temple stuff? I downloaded something like that recently, prob using it myself unless I go with the ones EArkham did.
 

Muddy

Muddy
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Sep 5, 2014
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Are prototype content the pl_temple stuff? I downloaded something like that recently, prob using it myself unless I go with the ones EArkham did.
Yeah. They're... kinda big. Brought my map up to 11mb. :s
 

Muddy

Muddy
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Sep 5, 2014
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* significantly modified A to make it less awful to attack. less sightlines too (I think)

* reworked right-most route from BLU spawn to A (again :V)

* BLU forward spawn is now blocked off until the first point is captured

* widened doorways leading to B

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Samniss Arandeen

L1: Registered
Mar 3, 2013
33
7
Itza bit too far for BLU to go from their first spawn to A. The layout of A is fine, but RED can get there faster and entrench themselves quite deeply. I don't remember ever getting to B!
 

Muddy

Muddy
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Sep 5, 2014
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cp_itza_a6a (made by @NickTF)

-Changed the theme to desert (temporary theme most likely)
-Raised the ground outside of BLU spawn
-Raised the floor of the middle building between BLU spawn and A
-Reworked the boards/paths to A to try and make it easier for attackers
-Added more height advantage to the right pathway between BLU spawn and A to try and make it a more viable route to use
-Blocked off many terrible sightlines
-Moved the doorway from the left building to A farther away from the cliff
-Made area between left building and the cliff smaller
-Changed the full health pack next to the cliff to a medium ammo pack
-Adjusted almost all pickups to try and benefit spies and their cloaks
-Increased the size of A's capzone, that area should be less cramped now
-Tried to give defenders another place for a sentry, to try and balance things out a bit after giving attackers many benefits
-Adjusted connectors between B
-Added a new way into B
-Adjusted previous pathways into B to try and make it less terrible for attackers
-Shut off some nasty sightlines in B

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Viemärirotta

sniffer
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Feb 5, 2016
1,013
590
A (see what I did there?) minor issue;
20160619164853_1.jpg

It captures the point normally here when you stand here, however when you jump you stop capping. Obviously this is fine in the other point as there you cant jump out of the capture trigger with a single jump.
 

nickybakes

You should've played Rumbleverse
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Jul 28, 2015
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No longer going to be Mayann?
We felt the Mayann theme was a little limited, and it wouldn't be enjoyable to do it unless it was for the "update". However the map probably won't be done before any deadlines get put in, so I just switched it to desert. Though if we feel like changing it, it will take like 2 minutes to switch all the textures. It's also easier to not use the assets right now, so that we don't have to worry about packing stuff, and possibly forgetting to pack something that the other person put in.
 
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