Flare

CP Flare A1b

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Flare - 3-point A/D on a tropical island hiding a secret lair.

Had a cool idea for an A/D with some dynamic elements, and then it exploded into this. The main gimmick of the map is a large hangar door near Point B that opens in two stages:

Before any points are capped, there are two sets of gates, and Outer Gate and an Inner Gate. The Outer Gate is an opaque "no-entry" door that is completely solid, and the Inner Gate is a mesh gate that can be shot through, but not walked through.
When A is capped, the Outer Gate opens, and when B is capped, the Inner Gate opens. There are also some forward spawn and minor dynamic door shenanigans that happen in the map as well, but the Gates are the most major element.

Otherwise, it is a completely standard single-stage A/D.

Screenshots:
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nᵗʰSonata

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
Took a look around the map, and it's pretty good! I couldn't really find much to critique without actually playtesting it, but here are a couple of my observations: I feel like the full heath pack around B might be a bit much, especially in an area that will probably see a lot of combat; Red's final spawn might be missing respawnroomvisualizers (it's hard to tell); all of the capture zones feel a bit too short, especially A, which I feel should take up the entire arch; a single sentry placed on the shipping container at last can pretty much cover all 3 entrances pretty well--I think adding another flank route or adding some cover to the upper path would help a lot; the last point feels pretty small, especially for what it is--if it had a deathpit surrounding it like mountainlab/manor I feel that would make a bit more sense; and lastly, I feel like it might be easy for red to flank behind blue while defending last through the route with the doors that open after A and B are capped. Other than those, it looks great! I can't wait to see how it plays