cp_goodstore

CP cp_goodstore a3

Asd417

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aa
Mar 20, 2016
1,452
1,031
cp_goodstore (currently named as sittingrock) - Single stage 2cp A/D map with experiemental cp designs

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This is the main route from blu spawn to cp 1

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This is the cp 1. It is a diagonally placed control point, providing height variations within the cp.

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This is the cp 2 area.

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This is cp 2 which moves forward when blu players are on the cp.
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The point is designed to be easily defendable with 2 solid sentry spots. However, this moving cp will reward blu for attempting to push either with uber or other methods. As the cp moves forward, it creates a good cover for red too by revealing the space behind the wall. I hope this does not throw off balance.
 

nitewalker

L2: Junior Member
Aug 5, 2014
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141
honestly i think both of those point ideas could be extremely cool, i'm not sure about the actual implementation of them but im sure that will be revealed in testing
 

Asd417

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Mar 20, 2016
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1,031
Added some lights to dark areas
Fixed missing detail sprites
Clipped the second conveyor belt
Added water in the gorge

Now the map has missing cubemap. This might or might not affect the water. I cant really find any reasons to add them especially when the process takes quite a bit of time. I will add them for b1

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Asd417

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Mar 20, 2016
1,452
1,031
Updated majority of gameplay.
+added 'arena' area between blue spawn and capture point A
+added 'transition' area between capture point A and capture point B
+fized a sniper sightline that covered one of the spawn gates of red.
+changed a highground advantage for blue at point A
+cleaned up brushwork around point B.

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