Ironvalley

CP Ironvalley A17a1

4uBo7_

L1: Registered
Aug 14, 2019
25
1
Icewind - Cp_icewind, symmetrical 5cp map, spring themed..
 
Last edited:

4uBo7_

L1: Registered
Aug 14, 2019
25
1
completely reworked second
-removed some displacement to save memory
rotated last 90° clock-wise
-changed and added routes
fixed broken respawn times
fixed red shutters on second
fixed symmetry issue on second
improved optimization

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b1gl4ke

aa
May 25, 2014
74
22
I like the variation of entrances height on mid and second. There's quite a few long sight lines. Maybe one or two might be ok, but there's definitely an overabundance. Some of your paths also feel a bit isolated from others.
upload_2020-9-17_5-52-48.png
 

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4uBo7_

L1: Registered
Aug 14, 2019
25
1
hello thanks for the reply, i really appreciate it. theres more sightlines then these, ill try to limit the vision on some of these. the map is open (upward-wise), so a soldier or demo can counter sniper. i think some of the routes being isolated makes flanking easier and enhances the gameplay but i see your point.
 

4uBo7_

L1: Registered
Aug 14, 2019
25
1
reduced height entry to last through choke
moved pipe on last backwards to allow more bombs
moved last point 16 units back and rotated it 180°
fixed missnamed door
opened up barrel area on last
updated area portals, added func_details, aligned all textures

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