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CP alamosa b12

Hyce777

L3: Member
Jun 16, 2009
128
22
alamosa - Another 5cp map designed for 6v6.

Decided to make a new 5cp map because I can't stop tinkering...

Alamosa (not 100% sold on the name at this point) is a 5cp map designed for 6v6, fast gameplay. I've focused on trying to keep things on the smaller side and have the areas adjoin better together to keep things fluid. Very very alpha at this point.

Screens: https://imgur.com/a/Rml8NgQ
 

Hyce777

L3: Member
Jun 16, 2009
128
22
-removed the doorframe top in lobby
-moved the upper right ramp out of lobby to last to the right and adjusted a few doors to limit a sightline
-changed the bridge's material at last so you can't splash through
-added a small block next to the fences on mid so scouts can get on top of height more easily
-removed lazy lip at mid and made it hazard texture so you can see the cap area
-removed a wall in lobby
-removed the big box rock at 2nd and replaced it with a much larger ramp
-made it so you can't stand on top of the shutter at lobby
-fixed a bit of invisible floor at 2nd
-made cap point outlines for 2nd and last
-added a fence across the 2nd point bridge to deal with sightlines
-made the rock outside of lobby much smaller so that it's more open there
-made the roof over lobby's exit to last much taller to make it more obvious you can't stand there
-made the light less orange
-brightened up the map overall
-modified a wall by choke to allow additional high ground at mid to allow scouts to get up to height more easily

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Hyce777

L3: Member
Jun 16, 2009
128
22
fixing the dl

-removed the doorframe top in lobby
-moved the upper right ramp out of lobby to last to the right and adjusted a few doors to limit a sightline
-changed the bridge's material at last so you can't splash through
-added a small block next to the fences on mid so scouts can get on top of height more easily
-removed lazy lip at mid and made it hazard texture so you can see the cap area
-removed a wall in lobby
-removed the big box rock at 2nd and replaced it with a much larger ramp
-made it so you can't stand on top of the shutter at lobby
-fixed a bit of invisible floor at 2nd
-made cap point outlines for 2nd and last
-added a fence across the 2nd point bridge to deal with sightlines
-made the rock outside of lobby much smaller so that it's more open there
-made the roof over lobby's exit to last much taller to make it more obvious you can't stand there
-made the light less orange
-brightened up the map overall
-modified a wall by choke to allow additional high ground at mid to allow scouts to get up to height more easily

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Hyce777

L3: Member
Jun 16, 2009
128
22
a2->3
minor change at choke

a3-A4
-made the choke sightline blocker symmetrical
-majorly adjusted respawn times
-made the roof above rollout smooth
-made rollout's wall a mesh so you can see through it
-fixed a tiny sightline from upper lobby to 2nd
-made HP in flank building on mid a small
-added a box
-made porch longer
-made the fences on 2nd so you can't stand on them
-fixed a glitchy shutter door trigger
-moved forward spawn on 2nd back towards lobby and made it come out a wider shutter
-added a fence on 2nd to block the sightline to lobby
-made the sniper fences on mid slightly shorter
-moved spawn back a bit at last to make it so you can rotate behind point to kite
-moved point toward lobby a bit, put it on the raised platform

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Hyce777

L3: Member
Jun 16, 2009
128
22
https://imgur.com/a/aWXWJ58

a4->a5
-added a small bit of height on the backside of the sniper fence at 2nd
-fixed the graphic glitch with the bridge fence
-added crates by the big container on 2nd to allow all classes up to the container at 2nd
-added a small lip on the dropdown at mid to prevent the tiny sightline from dropdown to dropdown
-fixed a displacement that wasn't flush by 2nd forward spawn
-fixed being able to get on top of spawn at last
-made the supports underneath dropdown at mid mesh so you can see through the right side of mid
-fixed the forward spawn door eating you @2nd
-adjusted spawn locations in the forward spawn on 2nd so that you don't automatically open the shutter
-adjusted the displacement floor on 2nd so you can jump into the box by the bridge
-added a shutter on the mid side of house
-adjusted the size of the bridge and ramp at 2nd
-adjusted the choke sightline a bit to make it easier to hold on 2nd
-lowered the point down to the main height of last
-raised spawn at last just a hair
-adjusted actual spawn points in the last spawnroom
-adjusted the left side of lobby and the left exit onto 2nd so that you can't be seen from the roof
-removed one of the orange bits by the arches on mid to prevent all classes from accessing height
-added a connector under the big brick on mid in the corners
-adjusted the ramps / death trap on mid
-moved the small ammopacks on mid to be near dropdown rather than be on the point
-added a box on last for climbing

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Hyce777

L3: Member
Jun 16, 2009
128
22
added another small box so all classes can climb the boxes at last
added some fences on last to block the sightline from left spawn towards lobby
added some props / geometry in the passageway behind last point
added some arches and props at the right side of the last point
adjusted the height on right side of last
made the map dusk time

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Cincomma

bonk sploosh
aa
Aug 2, 2017
430
404
could we have some pictures to see some glances at the map itself? It's better for the viewer since we could get a good initial impression.
 

Hyce777

L3: Member
Jun 16, 2009
128
22
screens from b1
3YJ7NSV.jpg

KCEEcHv.jpg

JkvKqlV.jpg
pFlQ1sh.jpg


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Hyce777

L3: Member
Jun 16, 2009
128
22
made the lower right exit of last (pushing to 2nd) a little narrower and adjusted the door to be less thick
adjusted the geometry a touch at last
clipped the little lip on dropdown better at mid
raised the wall at 2nd by choke for c-tap double bombs
fixed several missing textures by the lobby shutter on red 2nd
added more lighting in alley
added more lighting behind point
added more lighting leaving lobby thru the middle exit on 2nd
added lighting in the high ground hut on 2nd
fixed the way the walls line up at the sides of the shutter in lobby
moved forward spawn on 2nd to make it less spammable and a better exit / spawn feel
shortened the overhang out of middle exit of lobby onto 2nd
raised the middle exit of lobby onto 2nd by a bit
added prison theming

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Hyce777

L3: Member
Jun 16, 2009
128
22
stuff

made forward spawn doors have no entry signs on them
made main spawn doors have windows on them
made the cages underneath dropdown on mid smaller
made dungeon only tie into one side of lobby
broke one of the arches at mid to split the high ground up a bit
removed the sniper fences on mid
made the middle nipple slightly more erect
removed the big house on 2nd
entirely reworked the geometry of 2nd
reworked alley

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Hyce777

L3: Member
Jun 16, 2009
128
22
-adjusted the displacements at 2nd so you can't get stuck going into flank
-deleted remnants of old floodlights on blue valley
-made the height of the fence on 2nd taller
-made underneath 2nd point bridge wider
-fixed being able to stand on a bit of wall in valley
-added a small HP/ammo on last
-made the wall towards flank on 2nd see-thru
-opened up the tower on 2nd
-adjusted the sightline thru valley
-added a catwalk on 2nd's tower for height play
-added a small walkway on either mid tower at mid
-entirely changed the flank room / house towards mid

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Hyce777

L3: Member
Jun 16, 2009
128
22
-fixed an invisible ceiling @2nd
-made it easier to get on the bridge from last side @2nd
-lowered the highground @2nd
-moved the health and ammo on 2nd to make the centralized
-adjusted the geometry under 2nd to make it easier to bomb out of under
-adjusted geometry @2nd to make the ramps smoother
-made it so you can cap from on top of the block at 2nd
-made the awning on mid a bit different and less op

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Hyce777

L3: Member
Jun 16, 2009
128
22
alamosa - b7
-increased the skybox brightness
-fixed a dumb sniper sightline between the house on mid and 2nd
-adjusted the ground leading to choke a bit
-fixed a broken skybox that made it so you could see into lobby from last
-made the map actually symmetrical at 2nd (ramps to house were wrong from red to blue side)
-adjusted the ramps up t house to be less chokey
-adjusted the support beams on the main upper exit from lobby
-adjusted the displacement ground at 2nd to be much less dished out / super low ground around
-adjust the rock at 2nd to be a little taller and moved it forward a bit
-adjusted the big wall by choke to make it so you can't snipe from middle point to behind 2nd point

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Hyce777

L3: Member
Jun 16, 2009
128
22
-smoothed out the right side of last a bit
-moved lightpole at 2nd to tuck it away a bit
-majorly changed how the house at 2nd comes out to 2nd; made it much more open, added a dropdown into the house
-adjusted the sightline blocker at choke to make it easier to deny bombs into 2nd
-added a pillar on mid to the left to help emphasize the left side
-added a small dropdown from the mid height to "dark"zz

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Hyce777

L3: Member
Jun 16, 2009
128
22
-added the missing health and ammo to red house
-added small health and ammo to the towers on 2nd
-added small ammo on mid below point
-added a structure over the bridge on 2nd to provide more cover and height
-raised the floor under the dropdown on mid a bit so that you don't take fall damage, added a dirtpile up to it
-looked into different chokes with no luck

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Hyce777

L3: Member
Jun 16, 2009
128
22
With a bullet in his back!

-removed the block on 2nd
-flattened out a lot of the geometry at 2nd
-extended the house on 2nd to be a bit over point
-opened up below 2nd point
-removed boxes at 2nd that allowed any class on top of height
-made the wall at choke a bit thicker
-made the ramp up to 2nd considerably wider
-removed weird pillars on mid
-fixed a weird corner on the highground at 2nd
-changed how upper main and rollout work on 2nd so that they connect as more of a battlements
-added a pick and some broken rocks for the chain gang on 2nd
-added a few sparse jail cells
-added searchlights at 2nd
-added sirens when you cap mid

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Hyce777

L3: Member
Jun 16, 2009
128
22
-added some walls on the new ramps up to the high ground in lobby
-adjusted the arches on 2nd's spacing
-widened the area by house
-adjusted the way that house on 2nd lines up to fix a dumb sightline through choke
-changed the way the high ground on mid works out

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Hyce777

L3: Member
Jun 16, 2009
128
22
-added some walls on the new ramps up to the high ground in lobby
-adjusted the arches on 2nd's spacing
-widened the area by house
-adjusted the way that house on 2nd lines up to fix a dumb sightline through choke
-changed the way the high ground on mid works out

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