cp_diversion

CP cp_diversion B4

Etasus

L420: High Member
Jul 24, 2016
463
251
what i can do to make it look bigger?
I would recommend that you make the castes much bigger, and add more of a mini marketplace right outside each castle as a segway between the points. instead of putting last on a pedestal, make a small building, (maybe a throne room esc building) and then put the point in there. it should open the map up a small bit, and make it a bit more appealing to players. its very small, but with a few improvements, this map could be really cool!

of course, all of this is your freedom, do what you want. its already a pretty cool map in my opinion!

I will definitely play this version for some gameplay related advice, but currently I'm away from my computer. I will be sure to test this later tonight though!
 

Grubzer

L5: Dapper Member
Jan 3, 2016
203
39
- Changed healthpacks near castle wall from medium to small
- Spawndoor speeds increased
- Capturing times changed: now its (F for final, C for central) F>C<F
- Stone arches collision disabled
- Added small barn near the C-Point
- New flank routes straight into the castle
- (I hope) Lighting is fixed
- Removed weird stone wall props
- F-Points moved
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Billo

aa
Feb 8, 2016
920
397
i like the overall idea of the map but i believe you need to add more places i can hide or go
but as i said very good :)
 

Grubzer

L5: Dapper Member
Jan 3, 2016
203
39
-Massive detailing work around a map
-Fixed clipping exploit
-Once again changed capturing times: now its 10 on mid and 5 on final]
-Added hiding spot in castle area
-Added more cover on final
-Added more lighting under a bridge

I think i'm pretty sure about loadout. So, next update will be in beta, i think.
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Grubzer

L5: Dapper Member
Jan 3, 2016
203
39
-Added a timer on last control points (like on cp_degrootkeep). When it ends, mid restarts, and gate closes
-Added round timer of 5 minutes. If it ends, round ends with stalemate
-Capping mid adds 30s to round timer
-Now lighting is not that depressing
-Closed giant walls-gate-last sightline
-Tweaked capturing times: mid is 5 seconds, last is 10 seconds, which means that losing team can cap mid before opponents cap last
-Defending team now getting healed near last control point, so capping last is much harder now
-Small changes all around a map
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BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
496
847
With this much detail, I think it should be beta instead of alpha. Also, I'm noticing that the bridges are not supported realistically at all. They're just kinda floating there.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
First of all, your map seems pretty cool! Now I haven't heard of other 3cp medieval maps, so I'm curious on how it plays out? Similar to degroot, but two-sided?

Second, while retaining the symmetry, it's kinda odd to have B signs on both directions. Now it's not a serious issue, but there's basically nothing wrong about having an A C sign at BLU and RED respectively, then having B in the middle.
 

FancySnacks

L1: Registered
Aug 16, 2016
20
28
I'd add more detail to spawn rooms, also these barriers on middle control point look kinda bad and out of place. Other than that, it looks neat.
 

Trianon

L1: Registered
Feb 25, 2015
15
14
Great map, but there are some issues. First of all, points cap too quickly. If 2 scouts rush mid point they can cap it before others can even reach it. Last point is pretty quick too (compared to degroot). Also when our team captured mid I heard "You've lost the control point" - that needs to be fixed.
 
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