Brookback

CP Brookback A6

Carange

L1: Registered
Jan 30, 2017
46
6
Changes:
  • Entire first half has been remade with reduce height and open-ness.
  • Vents on second have been replaced with a corridor
  • Lowered the watchtower on second.
  • Removed a spawn exit on second (the whole spawn may be reworked next update depending on tests)
  • Reduced spawn times.
  • Red's teamspawns now face in the optimal direction.

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pk.pseudo

Certified Eldritch Horror
Jul 17, 2019
41
26
The geometry of this map looks stellar! Cant wait to test it sometime!
 

Carange

L1: Registered
Jan 30, 2017
46
6
Changes:
  • At first I've cut off red access to blue's deck and blue access to red deck to stop red being overrun from all angles and to keep a frontline.
  • Broken up the space in the curved area before B.
  • Removed the lower parts before A by Blu spawn.
  • Replaced the watchtower at B with a bridge/balcony to allow better Red access to the pre-B area.
  • Coloured blu bridge with blue textures to make it obvious where people attack from.
  • Added more signage.
  • Removed most/all crate jumps and replaced them with stairs.

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Carange

L1: Registered
Jan 30, 2017
46
6
Changes
  • Adjusted RED & BLU spawn times to prevent steamrolls
  • Simplified (?) RED spawn
  • Added a couple more pickups (mainly health)
  • Some touch-ups on messy brushwork
Chances are, next update I'ma sort out the curved transition area but I'll do a playtest with larger player counts first.

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Carange

L1: Registered
Jan 30, 2017
46
6
Changes
  • Re-did A5 (again)
  • Newer last point has had some thought put to it this time
  • Some cover round 1st + new stair case to slow attacker a little
  • Widened the area at the exit to the flank at 1st so defenders can see gamers approach
  • Nodraw'd most the non-visible brushwork
  • Perhaps respawn times will be tweaked next

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