cp_bauxite

CP cp_bauxite a2a

Oct 15, 2018
250
132
bauxite - A new single stage 2cp attack/defend map

My third map and my second attack/defend map.

Please give feedback on what I can improve.
 
Oct 15, 2018
250
132
a1a Changelog:
- Increased the capture range on both control points
- Added a glass window to Blu's spawn so they can see outside during setup time
- Added a few new rock props to aid sightline balancing
- Modified each team's respawn wave timer to make it more balanced and fair

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Oct 15, 2018
250
132
a2 Changelog:

-A Completely redone spawn area for Blu.
- Extended Blu spawn further back, and widened the corridors that
- Added a third route out of Blu spawn that gives a bit of high ground and is on the other side of spawn to lead to less spawn spam.
- A new defensive building for Red outside Blu's spawn - contains a medium ammo. There is also a medium health where the old shack was that led up the cliff.
- The route to the left up to point A has been changed - it splits into two routes, one of which has a one-way door for attackers to push - after that it converges on where it was before.
Moved the medium health from between the container and truck props (It was too out of the way), and placed it behind a rock prop close by.
- The route to the right up to point A has been changed - it leads up to point A where it splits into two ways out next to the point.
- I've modified many of the health and ammo sizes to help gameplay, and there is now a large ammo pack near point A to help defenders - as such the full ammo pack on the bridge past point A has been removed as I felt that it didn't help gameplay.
- At point B, there is a small health between the main two entrances.
- The cubby hole with the full ammo pack at point B has been placed on higher ground and the area has been expanded further back to help encourage Engineers to build there more.
- Gameplay-based detailing to help guide players where to go on the map.
-Improved clipping.
- Light general detailing in some areas to help break up sightlines and to help with gameplay.
- Minor detailing in both teams' spawns - more so on Blu.
- Adjusted setup timer 60 seconds -> 75. This will allow Red to get to the first staging point and have time to build up a defence.
- Adjusted capture times and respawn wave times.

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Oct 15, 2018
250
132
a2a Changelog notes:

- Removed right exit from the right route to point A from Blu's spawn and replaced it with a glass window. As such the overlays and sign props have been adjusted to only point towards the other exit.
- Adjusted the size of some health and ammo packs.
- Adjusted the respawn wave timer slightly.
- Added in a small ammo pack to the left of the left entrance into point B (from Blu's perspective). This was where the medium health previously was.
- Moved the large rock prop with the medium health behind it further forward so it blocks the direct sightline into the left route into point A.

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Oct 15, 2018
250
132
This map will be on hold for a while, it still has the same major problem with the previous versions - there are either really bad chokepoints or wide open spaces filled with props.

I will probably work on a new map, either payload, koth, or ctf.