FastScope

CP FastScope A12

Heroriks

L2: Junior Member
Aug 10, 2016
76
18
FastScope - A 5CP Map in Alpha Version - Playtesting Very soon

This is a 5CP Map Currently in Alpha.
cp_fastscope_a2
Leave the feedback in Comments :)
If you have any Name suggestions for this map leave em in the comments :)
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Wanna add screenshots? We'd like to see the map before downloading it.

Now from the screenshots you've put in the Steam Workshop, I see that you've used the orange dev texture for basically everything. Don't do this. It's very bright and annoying to look at. Case and point: your 3rd screenshot. It looks like I'm staring straight into the sun, and while I do see some team colors, please put more of them up. Players should instantly know which side of the map they're on.
 

Console-

L1: Registered
Aug 14, 2016
9
8
the download for A3 does not work, it still downloads the a2 version of the map.
 

JKTwice

L1: Registered
Aug 12, 2016
7
0
That last point has something I call Granary Syndrome
Basically the final point has only 3 entrances.
And they're all on the ground. You have little height advantage, and the entrances are cramped
 

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
Also, went over the map, these are my thoughts on your design and how it might be improved for 6s
View: https://www.youtube.com/watch?v=xufbZWM2BoI

For future "going over" maps,try to increase your voice volume and DRASTICALLY reduce the game volume. I can barely hear you with all the steps,but also with the shots,and the resupply,and well... Everything from the game,actually. xd
 

Console-

L1: Registered
Aug 14, 2016
9
8
For future "going over" maps,try to increase your voice volume and DRASTICALLY reduce the game volume. I can barely hear you with all the steps,but also with the shots,and the resupply,and well... Everything from the game,actually. xd
yea, didn't think about that pre-recording. Noticed it after I recorded and went to chop bits out at the end/beginning and didnt wanna take another half hour repeating myself :( will do for next time
 

Heroriks

L2: Junior Member
Aug 10, 2016
76
18
Changelog
A1 to A2
  • Reworked 2nd point
  • Added bunch of props to last
  • Added a house in the end of the path of 2nd to Mid
  • Removed some ligthing on Last
  • Note - The new house has player clip brushes on the stairs & peeking window so you dont have to jump :)
A2 to A3
  • Copletely Reworket 2nd Point
  • Added a new house
  • Added Blockbullet brushes to Stairs for smoother climbing
  • Replaced All playerclip brushes with blockbullet ones
  • Removed Bunch of ligths From last point
  • Added a new way into Last
  • Removed all the orange textures
  • Fixed Most Glitches (Walking on small ledges, Seeing & shooting over the map, seeing the outside of map through a gap)
  • Removed a Crate at Roof/Cliff so only scouts & soldiers & demos can get up there (If i sniper is up there he can see almost everywhere!)
  • Changed & removed some health / ammo pack locations
A3 to A4
  • Remade parts of the last point
  • Added a Path to lead to a house at mid
  • Added a Flank route at mid
  • The flank route has a Deathpit ''The Sun''
  • Fixed being able to get above the skybox at one place
  • Made Every stair better
  • Expanded The Rigth exit from last for better rollouts
  • Cracked down bunch of little edges which ppl can get stuck on
A4 to A5
  • Added another flank route
  • Added a Process/Snakewater style Upper area to mid.
  • Added some cover to Last
  • Removed some insane sigthlines
  • Added a Building & Walkway to 2nd to make the rigth side area usable
  • Added a Brush under every ''Glitched'' Stair (See-Through from behind the stair)
A5 to A5.1
  • Optimized The map for faster compiling
  • Added ligth to the completely dark house
 

Heroriks

L2: Junior Member
Aug 10, 2016
76
18
A Playtest or few would be aprichiated.
I would like if some1 could do a going over the map video like console has done twice.
Also would be nice if the map would be uploaded to serveme ;D