Cavethingy

CP Cavethingy a6

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
496
847
Pretty interesting. After trying it out, I noticed one major issue. The capture rate on A is shorter than on B, and both capture way too fast (though that may be for debugging purposes).

Also:
The middle supports for the bridge are floating.
I'm not getting a coal mine feel with the map.
A neat gimmick could be that the train leaves when A is captured, and B is locked until the train leaves completely (maybe 20-30 seconds).

Also Also:
Which water texture did you use?
 
Jul 26, 2015
694
819
Changes:
  • Removed sightlines around A and within blu spawnroom
  • Added doors blocking flank route to B that unlock after A is captured
  • Made some alterations to the train station room, mainly the balcony next to the point
  • Expanded B and added some more cover
  • Adjusted capture times for both points
  • Shortened respawn times for both teams

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dryerlint

L5: Dapper Member
Mar 28, 2016
204
190
Can I just say that the outside area on this map is really pretty?

I have no idea why it's this map in particular, maybe something to do with the lighting... but that area in front of point A, with the river and waterfall and big open building just looks great.
 
Jul 26, 2015
694
819
Changes:
  • Blocked off a sightline into Blu spawn
  • Slight changes to props / geometry in train station area
  • Widened area around B and decreased the size of ammo packs in the area
  • Reworked the right exit of Red spawn
  • Added areaportals

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Jul 26, 2015
694
819
  • Remade blu spawn (now with 60% less sightlines)
  • Changed cliff balcony near A into a tower with an upper area and a lower passageway
  • Increased the width of the station room and added a staircase up to the new tower
  • Increased the width of the room between the station and cave and added a lower entrance into the cave
  • Added a medium health pack to the left flank room
  • Players standing near the waterfall will now be pushed slowly toward the edge
  • Fixed an exploit that allowed engineers to build inside of red spawn

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DeleteMyAccount

L1: Registered
Apr 8, 2016
46
21
I agree with dryerlint, the outdoor area looks really great. Nice work.
 
Jul 26, 2015
694
819
- Increased cap time to 20 sec and 6 sec (from 5 sec and 3 sec)
- Removed clip brushes on top of the bridge at A
- Expanded the room between the train and the cave (now calling this the console room)
- Added a raised platform extending out from the console room's left exit to help Blu push out into the cave
- Platform includes medium healthpack and ammopack
- Red can access this platform via a new room near the spawn exit on their right​
- Expanded the cave and moved point B back
- Added a small bit of space behind the point
- Opened up the building housing Red's left spawn exit into a raised platform for defense​
- Added more areaportals because optimization was bad

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Jul 26, 2015
694
819
- Changes to A
- Added windows to Blu spawn
- Added more props / cover around spawn courtyard​
- Changes to B
- Reworked side entrance from terminal room into cave
- Added tunnel going under Red balcony leading up onto the balcony
- Added one-way door from Red balcony into right cave entrance route
- Adjusted health and ammo pickups​

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