Frigid

CP Frigid A2A

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
Frigid - Stone cold and smells like pine trees.

My entry into the Connect 5 mapping contest and my first real attempt at Attack/Defend.

Set in an abandoned lumber mill in the mountains, this map was inspired by Coldfront, Barnblitz, Overgrown, and Lumberyard, and I will improve on the layout and gameplay based on these inspirations as development continues on this project.

View attachment 71773
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
20180303000110_1.jpg
This Version of Frigid contains the following changes:​

General:
  • Made Blu's spawning area and final last larger
  • Remade path to 1st point
  • Added new room for trapped players stuck in train tunnel leading to last.
  • Changed health and ammo packs
  • Raised train times from 30 and 50 to 50 and 120 leading to the train coming less often.

RED CHANGES:
  • Added a new spawn location at last providing high ground and a hopefully good engineer setup spot
  • Added more cover to last
  • Added more Health and ammo around last to promote more fighting around certain areas

DEVELOPER THOUGHTS AND FUTURE FOR THE MAP:
  • I have had alot of fun learning about how to and how to not make displacements and I look forward on how I can make this map better in the future, starting to look towards the possibility of this map becoming a 3 CP Attack/defend, Cannot wait to get feedback to make A3!

Read the rest of this update entry...
 

G.bo

L4: Comfortable Member
Sep 24, 2017
175
193
  • I have had alot of fun learning about how to and how to not make displacements and I look forward on how I can make this map better in the future, starting to look towards the possibility of this map becoming a 3 CP Attack/defend, Cannot wait to get feedback to make A3!
Just in case you didn't know (if you did, than don't mind this comment), displacements will not count as world brushes, meaning leaks can get through. I did not know this, and I searched for a leak for ages with these things. This is a mistake I hope never to make again, and hopefully I can stop people from spending weeks of water less, bugged lighting maps.
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
Just in case you didn't know (if you did, than don't mind this comment), displacements will not count as world brushes, meaning leaks can get through. I did not know this, and I searched for a leak for ages with these things. This is a mistake I hope never to make again, and hopefully I can stop people from spending weeks of water less, bugged lighting maps.

Yeah I already knew that, I have had displacements in my other maps and I've had time to get a handle of all the different functions relating to making displacements and their place in maps. Marooner's bay was my first attempt at making displacements and getting a handle of their functions. This map is going to be me using displacements to make height differences, I.E. cliffs and hills.

A2a update in a few mins btw, had to fix some clipping before I upload to the next imp test.
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
This update to Frigid includes the following changes:

  • Clipping fixes
  • lighting fixes
  • Fixed a few patches to Health and ammo kits
  • Fixed seams to displacements
  • Added a one way door to train tunnel for defending team to make it to point easier (may lock upon first capture in the future)

Read the rest of this update entry...