Resource icon

CP lclplant a6

vanSulli

L2: Junior Member
Jul 31, 2015
55
27
lclplant - First stage of Chemplant

It's the first stage of cp_chemplant. Lighting is a bit dim; signage might be lacking. I want to see how much I can get out of natural light and players just reading the environment.

unknown.png 2unknown.png 3unknown.png 4un.png 5.png
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
get on the control point or we're gonna make Rei cap it again
 

vanSulli

L2: Junior Member
Jul 31, 2015
55
27
  • Rotated last relative to the rest of the map
  • Closed off two of the doors to last from the outer ring
  • Revised connections between spawn, last, and A
  • Added some lighting and signage
  • Reduced spawn wave times for both teams.
Perhaps most importantly, red spawn no longer opens the next stage's setup gates by accident. The void oppresses.

Read the rest of this update entry...
 

vanSulli

L2: Junior Member
Jul 31, 2015
55
27
  • Built a bridge across the road on A for blue to cross
  • Scaled the outer ring around B out a bit
  • Added some cover at B for red to build behind
  • Shrank B's cap zone by about 25%
  • Added some cover between A and B
  • Made connectors from a little A->B longer
  • Water no longer pushes you :(

Read the rest of this update entry...
 

vanSulli

L2: Junior Member
Jul 31, 2015
55
27
  • Added/brightened lights everywhere and added windows to exterior walls
  • Added a place for blue to congregate close to B and a new route to it
  • Changed Blue spawn's side door to a regular setup door
  • Clipped off things all around and tightened up geometry
  • Metal is more prominent at B
I didn't change the upper route at A besides brightening it; still haven't seen any instance of it being abused.

Read the rest of this update entry...
 

vanSulli

L2: Junior Member
Jul 31, 2015
55
27
  • Finally remade Blue's spawn exit; red no longer has a sightline through the whole spawn from the side room. The side door is now much larger and splits off through a hallway. Hopefully this will make spam in general a little bit easier to manage.
  • A's ceiling route has some experimental sight-blocking pipes on the attacking side to make RED engies stop using it.
  • Gave Blue a route up to B's height, but added cover for red nearby.
  • Opened up B to sunlight
Additionally, pickups got redistributed a little bit, and the height of some rooms near Blue spawn was adjusted.

Read the rest of this update entry...
 

vanSulli

L2: Junior Member
Jul 31, 2015
55
27
  • The stage now connects to stage 2/chemplant correctly and without seams (but chem is still visgrouped out)
  • Simplified B and added a high ground route for attackers and defenders to consider. It might be too powerful.
  • Simplification entails: fewer entrances/exits to B's ring, better lighting from sky light (it's open air now), fewer weird dev materials in odd places, and cleaned up brushwork.
  • A completely new connector is now present in the tunnels between A and B. The map should be more balanced as a result, but it's not very architecturally interesting and it may need spawn times to be adjusted to match it.
unknown.png

I've also added a new route to A's upper ground to attackers on the far left. It may not play well; I was just experimenting.

Read the rest of this update entry...