CP cp_nightwatch [Deleted]

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JLuka

L2: Junior Member
Aug 12, 2015
60
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cp_nightwatch - night time 3cp attack defence

remake of the first map i made because me and my friend made that unfix-able, so i'm starting from scratch.

very early and would like some feedback
i feel like its a bit small with not much to do but i want a simple strait forward control point map.

hope you enjoy and i will continue to update
 

BeigeBaize

L1: Registered
May 31, 2018
12
10
Hello!

Downloaded it and had a look around and a one of the things I immediately liked was the inbetween point area's they feel quite different like the little river/waterfall where you climb over a bridge/rock between a-b and the climb up a hill from b-c.

Something with the first point is you can currently shoot into where blu team spawn so there maybe should be a door/something blocking you from being able to shoot directly.

The time it takes to get from point a to b is a bit concerning if you take the fastest route so maybe they need to be a bit further apart. The other thing is red may need another spawn door since it can be easy to spawncamp with one door that is quite enclosed/once blu has got to the point it would be difficult for red to do anything about it.

I saw there is a way to get up to point A by climbing onto a truck and some crates and point B by climbing up a big rock, they can be a bit awkward to climb up (B mostly) so if you want to encourage their use a good thing to do when using props to move around is to put player clip brushes (just type "player" in on texture search) to help the players move around on them, try climbing around the prop from different angles and adjust it untill it feels good.

Finally the map may need a bit more health/ammo, one of the places I can think of is the orange house in last to help people pushing through there since the only health packs around there mostly help out red. And the huge health pack on last should probably be a bit further from the last point since it can make it easier to stay on the point if there's a huge health nearby but if it's further away then it's more of a commitment to have to move away to heal.

I think that's about all, goodluck and have fun! :)
 

JLuka

L2: Junior Member
Aug 12, 2015
60
17
thank you sir, a2 is coming along well and i've already extended the space between all points, i'm changing up a few routs too.
 

JLuka

L2: Junior Member
Aug 12, 2015
60
17
-made distance between points longer
-changed the lava cave up and added a different waterfall route
-added more cover on the 2nd point
-added a new door to the orange building outside blu spawn
-added more health and ammo around a few places
-completely redesigned red spawn and the last point
-changed respawn waves a bit (blu should now spawn more frequently)
-changed cap times to get shorter the further you get

(btw there is a secret route for the second point over the edge, you can walk on the sign)

please give me some feedback and any problems or suggestions you find and i hope you enjoy. i plan to keep updating in the future

~side note: plr_care_package has been sitting since it hit beta, i might work on it sometime but i've been burnt out a little on it

Read the rest of this update entry...
 

BeigeBaize

L1: Registered
May 31, 2018
12
10
Hello again!

On point A something potentially concerning is that looking through the window on the orange building a sniper can watch the furthest entrance and half of the point the reason it could be a problem is people can get upto the roof and shoot down onto the same half of the point/another entrance. Which is why the sniper point can be powerful since the upper entrance through the window will likely be popular (although it does take a bit to get up) people wanting to fight people in the window also have to avoid going in the sightline of the sniper, blu in the windows can shoot into one entrance and the sniper will be watching the other. So red may have to go the other half of the room but blu has another entrance that they can go through to go over to there (with a little health pack they can take while they're there) and they can easily switch which direction they're attacking from or they can also flank with the lava drop route if they want. So red probably need a bit more help in point A.

I like the new route with the lava drop is quite powerful to blu at the moment as a way to flank A since blu have a height advantage going in and they are able to jump over the gap as any class whereas red have to go around, it also makes it so that red has to cover more of an area although there's a health pack that would make them want to be a bit more around the back anyway. But blu have to go through an uphill tunnel to get out which can make it easier to watch.

The bigger space between a-b has helped in the time to get from the points but it may be a bit too long of an stretch with not too much cover/elevated things to get through, a sniper on red could stay on the roof to the right/rightmost window and see all the points. I like that you can jump through the waterwall onto the other rocks as any class and the new route with the lava drop in it. So there possibly should be a bit more cover/it to be cut down a bit

I like the risky route to the back of B. I think b might be too difficult to defend as is, it's quite a small enclosed area you have where the point is and blu have lots of different routes to go.

Possibly a problem is over here:
20180605182128_1.jpg


You can easily shoot down onto the point/around the point from a height advantage and easily move to either the left, more forward which is also above or flank from the sign or go down.

Some of the possibilites for things to do are maybe even close off the windows entirely since blu already have 4 possibilites for ways to get in and they may have too many ways to attack from at the moment. And to make the room where the point is a bit bigger those are the main things I can think of.

The going through the waterfall thing is cool it's more of a problem with the waterfall itself in that if you're standing from the lake you can't see through the waterfall but from the otherside you can see through which is a bit of a problem.

And finally C the main thing is the spawns could be too powerful, you can stay around spawn and defend from 3 places albiet the right one is the weak it still contributes a bit, the main problem could be the other one, you can hang around the resupply cabinet going into either side to defend.

So the resupply could be moved more backwards. Also the whole spawn may need moving backwards since you are so close/in a good position to fight the point as soon as you're out of the big door.

Anyway that's about all, seems nice overall and it already looks like it could be a fun map, goodluck!
 
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JLuka

L2: Junior Member
Aug 12, 2015
60
17
thanks again for the feedback. the 'A' point is something i did not consider and will try to put into affect. i've also tried to redo the 'b' point a few times and have one that feels a bit better. ive split the lava drop route and added a new waterfall path that leads to point 'c' but i do feel the one way view still could be a problem.
 
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