cp_orange_bear

CP cp_orange_bear B4

HOI

L2: Junior Member
Jul 22, 2016
67
13
cp_orange_bear - A refreshingly new on-grid orange map

The layout of my map is heavily based on that of cp_orange_z7, but everything has been made from scratch.

There aren't actually any control points at the moment as it is currently intended for just casual DM. In later versions this may change.
I am also considering a tunnels system that connects both spawns and the red and blue towers, all of which are in opposite corners of the map.

Version A1:
My first release! It's been only 2 and a half days since I started from a blank file, so don't be too harsh on me :3
 
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Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
The reaction of this community to cp_orange and remakes will probably be harsh. Orange is a poor map actually. Poor enough never to make remakes unless paid.
 

HOI

L2: Junior Member
Jul 22, 2016
67
13
Although I appreciate that cp_orange maps do not appeal to everyone, I still think they remain sufficiently popular for new versions to be appreciated by players that enjoy older orange maps.
Thx for the feedback anyway c:
 

Osakadows

L1: Registered
Jul 21, 2016
5
1
There are still some massive sight lines which is ancient issue for orange maps. But from what i see it looks like a charming re visioning of the what i used to play. If i still had a server i'd probably add it to rotation even.
 

HOI

L2: Junior Member
Jul 22, 2016
67
13
- The small health pack areas in the water are a little taller so that the player can enter them even when looking downwards
- Many world brushes are now func_detail
- About 8 func_detail brushes are now world brushes because this somehow fixes their odd lighting (they were all slopes, all but one were on the blue side)
There are still 3 slopes with darker than normal lighting but they are not too noticable, and won't be changed until I am confident that making them func_detail is necessary

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HOI

L2: Junior Member
Jul 22, 2016
67
13
- Players can not build sentries and teleporters in some areas near the enemy spawn
- Fixed a building related exploit
- Darker lighting with larger spread
- Corrected some textures on the red/blu towers

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Trianon

L1: Registered
Feb 25, 2015
15
14
Hi! Overall nice remake of a beloved z7, but here are some subjective issues:

1) Giant empty and flat areas near spawn and between mid and 2nd point (I know its same in z7, but still)
2) Gridded textures flicker a lot, they are not very pleasing to eyes, I think just plain colored red, blu, gray and orange textures would work.
3) Underground is a nightmare to navigate, its basically a labyrinth, very confusing, especially when you go down a spiral staircase at 2nd point.
4) Map needs points in order to keep server rotation going. Now, if somebody uses your map it will last forever.

Hope to see here a proper remake of z7, keep up the good work!
 
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HOI

L2: Junior Member
Jul 22, 2016
67
13
- Added vehicle props to underground tunnels
- Added custom dev textures with brighter & more colours
- Added water pools outside spawns
- Added more ammo to top of tower
- Fixed all texture inconsistencies

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HOI

L2: Junior Member
Jul 22, 2016
67
13
B1 changes
-
Adjusted prop positions
- Added more props
- Added Control points
- Modified water pools
- Raised skybox
- Made L shaped buildings bigger on the inside

B2 changes
-
Fixed goofy window
- Fixed respawnroom visualizers for underground

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