CP Gravel Yard [Deleted]

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Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
I don't think you understand how chain link fences work.

The map is a giant maze with overscaled combat areas linked together by long, boring hallways. Distance between mid and last is very long and mazelike, so any push through will be difficult, even for a coordinated team. Any uncoordinated team, such as your average pub, will have a tough time making it through, resulting in long stalemates.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
I don't think you understand how chain link fences work.

The map is a giant maze with overscaled combat areas linked together by long, boring hallways. Distance between mid and last is very long and mazelike, so any push through will be difficult, even for a coordinated team. Any uncoordinated team, such as your average pub, will have a tough time making it through, resulting in long stalemates.
Okay I will make it less maze like. I was just trying to do something like Moonshine event and Vanguard with the three different pathways. Should i just take one of the paths out? To make it less maze like. I am just using the chain fence as just a visualizer to tell players that they cant go there. I will replace the chain within the next update.
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
I would suggest changing the floor texture to make it easier to see where there is corners and edges
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Okay I will make it less maze like. I was just trying to do something like Moonshine event and Vanguard with the three different pathways. Should i just take one of the paths out? To make it less maze like. I am just using the chain fence as just a visualizer to tell players that they cant go there. I will replace the chain within the next update.
Having a variety of routes isn't a bad thing, it's just slightly problematic when players can't figure out how to navigate them. cp_vanguard and koth_moonshine_event each have a reasonable number of routes. Vanguard has about 3 routes between each area, and they are all connected to facilitate easy movement between each route. Coming from spawn, your map starts out with 3 routes that split into 5 routes that aren't always connected to each other, making it difficult to understand the layout and move between routes.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
I would suggest changing the floor texture to make it easier to see where there is corners and edges
Like a grey dev texture for the floor then.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
- Added new spawn
- Added new walkway by last control point
- Added new ramps and bridges to make the map feel less flat
- Added new props
- Added water to the lower area of the map
- Updated the chicken wire fence to be replaced with player clip
- Updated the top of the building to have roofs
- Updated the health and ammo packs around the map

Read the rest of this update entry...
 

Heroriks

L2: Junior Member
Aug 10, 2016
76
18
im waiting for the time you stop doing the "rush layout - make 2 updates - abandon" thing. You should realy put more time in your maps and improove.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
- Renamed the map from Wombo Combo to Gravil Pit ( I will fix the spelling error within the next update
- Updated the spawns
- Updated the entire to try to better with heights
- Reworked the middle control point
- Removed a section of the map

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FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
- Updated the map name to fix the spelling mistake. ( cp_gravilyard to cp_gravelyard )
- Added sniper blockers
- Updated the do not enter vis to be center of the spawn doors
- Updated one of the doors around middle control point to not be off to the right
- Fixed not having the map being repacked

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FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
- Added new health and ammo
- Added a sniper sight line blocker due to the new open buildings
- Added new lights
- Added new signs
- Updated the entire map to reduce out of sink walls and floors
- Updated two big buildings to be able to walk into

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FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
- Updated the entire map to clean up on the geometry
- Updated the Barrel Prop to be closer together
- Updated brushes to not be so thin
- Removed one of the ramps in the map and now have the pathway connected to another tunnel
- Added new health and ammo kits
- Updated many health and ammo kits
- Updated last control point to not have those thin ramps but have pathway that goes around the building
- Added chicken wire to middle control point to prevent players from skipping mid
- Updated the sewer ramps to be closer to the entrances of the sewer itself

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