Canaveral [3CP]

CP Canaveral [3CP] RC5c

Custard1

Dude, where's my free time?
aa
Mar 15, 2015
88
52
Cp Canaveral - A 3CP map around the waters of Cape Canaveral

A 3cp map set around a launch barge on Cape Canaveral. Both Red and Blu want the honors of launching the first rocket to the moon, but need to hit the switch in the other team's base to launch
 

Custard1

Dude, where's my free time?
aa
Mar 15, 2015
88
52
  • Moved spawn to make travel time to the central arena shorter
  • Changed area between the exit of each team base and the point to encourage attackers to move up
    • Health kits and large ammo on the bridge
    • Less water, higher ground for main route
    • More cover
    • Less long pathways
  • Cut out high ground sewer entrance, instead links up to main
  • Changes around final arena
  • Logic fixes for CP

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Custard1

Dude, where's my free time?
aa
Mar 15, 2015
88
52
  • Changed mirror type for better travel times
    • Completely new mid
    • Completely new transition and fronts to each base
  • Rework of secondary arenas
  • Removed caves and other rarely used flanks
  • Adjustments to respawnwaves
  • Sentries can no longer be built underwater
    20210119005826_1.jpg

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Custard1

Dude, where's my free time?
aa
Mar 15, 2015
88
52
  • Changes to mid:
    • Higher ridgeline to make mid more interesting and dynamic to fight over. Designed to create a dynamic where you either control the high ground, or cap mid
    • Less water
    • Watervents are gone, designed to be more involved in the central arena.
    • New path towards the back in the high ground.
      20210205225551_1.jpg
  • Third Lane
    • Connects to bunker road and yard.
    • Designed to be a high road for attackers in mid and yard
  • Room into yard has been changed to be less parallel to bunker road. Is now the fastest route to mid from spawn.
  • Changes to Yard:
    • Has a gentle slope upwards for attackers to fight up to mix things up a little.
    • High ground vantage points for attackers to balance this out.
    • Some changes to backyard in the transition to final arena to make up for higher ascent.20210205225618_1.jpg
  • Changes to final arena:
    • More high ground for attackers
    • Larger lower area
    • Spawndoors moved up a bit to stop camping
    • Spawnroom is a bit larger to make use of the new windows.
      20210205225643_1.jpg

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Last edited:

Custard1

Dude, where's my free time?
aa
Mar 15, 2015
88
52
  • Added a door
    • Located along the high road to central cp
    • Closes when defenders lose the point
    • Designed to allow attackers a shortcut out of spawn, whilst funneling attacking forces into yard more and through the new main route
20210209233416_1.jpg
  • New main entrance into last
20210209233423_1.jpg

  • Some changes around the last arena in terms of cover
  • Capping mid will now add 4 minutes onto the timer, rather than 1
  • Water is far more transparent, less foggy.

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Last edited:

Custard1

Dude, where's my free time?
aa
Mar 15, 2015
88
52
  • Adjusted far beach route to make flanking to last harder, but not impossible
  • Changes to spawn
    • Added some cover to break sightline between point and spawn
    • Added a 3rd exit
    • Moved right door back a bit
  • First pass on rocket
  • Adjustments within final cap area

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Custard1

Dude, where's my free time?
aa
Mar 15, 2015
88
52
  • Beach closed!
    • Beach route has been removed to narrow the width of engagement
    • Shed shortcut has also been closed off for the same reason
  • To make up for this, bunker road has been adjusted
    • Road widened
    • Roof removed
    • Combined with backyard flank to make a mini arena
  • Adjustments to ammo and health
  • Fixes to particle system
  • Some clips have been changed and removed pending feedback

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Custard1

Dude, where's my free time?
aa
Mar 15, 2015
88
52
  • New Last!
    • Shortcut door is no more
    • New high ground for attackers and defenders
    • New flank area below point
    • Point has been moved back, along with spawn
    • More options, rather than waiting for an uber to push
  • Water should be properly packed now
  • Some other minor tweaks in the background
unknown.png


This is gonna be the last alpha until I make it to mid-semester break at least. So long and thanks for all the tests!

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Custard1

Dude, where's my free time?
aa
Mar 15, 2015
88
52
Update A10. I had a bit of a break so I'm trying to remember what I was doing for this project, not many changes here.

  • Made back outdoor area behind final cap smaller to reflect its role as a flank
  • Some bug fixes
  • Main doorway into final has been shifted, removed some cover to reduce crazy sightlines
  • Main indoor route to mid has been moved to make less space between road and indoor route. Should make it easier to shutdown flanks and rotate between the two. Should hopefully focus the fighting a little more
  • Removed some cover for better visibility for pickups
  • Added buoys to show where the out of bounds area for water is

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Custard1

Dude, where's my free time?
aa
Mar 15, 2015
88
52
  • Changed backyard flank to be smaller and more flanky indoor area
  • Changed water texture to cubemaps to try and increase fps. Hopefully tempoarily until optimisation pass
  • Changed garage route to make it more narrow
  • Added foward spawns
  • Fixed some bugs

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zzaJ

L1: Registered
Jul 12, 2021
21
2
Hey i playtested this map yesterday and i wanna say its really fun! i decided to explore it in a private server and a noticed that you can cap the final point from behind the wall if you stand in certain spots. there's also a few boxes and other props along the map that need to be clipped smooth to prevent players getting caught on them. those are the only bugs i found. its a really creative idea and im excited to see the finished product
 

Custard1

Dude, where's my free time?
aa
Mar 15, 2015
88
52
  • Moved the entirety of last back 512 units to make more room out front. Makes the transit from last to mid even longer than it was but fowards spawns negate this.
  • Reduced spawn time for defenders now that there is a fowards spawn.
  • Combined the flank room (room 04) and yard somewhat to make it harder to get by without being seen, but to make a more dynamic fight over yard and ultimately control over the final room. Should help defenders push out. Does create some ungodly sightlines unfortuntately.
  • Lower flank is now a one way drop down. You have to commit to this sneaky spot, and defenders generally preferred the high route. The Low Route was already the sneakier of the two and stays that way, but at the expense of no escape for classes such as Spy and Pyro.
  • Mid route into last is a little less cramped. Old way has been combined to make a rotate between Mid way and front way easier. Should help defenders push out maybe.
  • Removed balcony; Rarely used, requires more space to make a pathway up that I don't have.
  • Removed some bridges and overhangs all over the map so high skill rollouts are faster.
  • Added custom soundscapes
  • Added some custom exterior textures
  • Re-enabled some VVIS hints for better optimisation
  • Red side now has a spinny radar.

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Custard1

Dude, where's my free time?
aa
Mar 15, 2015
88
52
Issues I need to resolve here:

  • Fowards spawns
    • Their inclusions means that mid is too easy to hold for the attacking team, makes it near impossible for defenders to take back
    • Alternatively, removing them makes the map super stalematey due to long travel time
  • Travel time can only be reduced by adding inner corner flanks, such as shed, and moving the control point closer to the rocket due to the visuals I've set up. The problem is that these flanks are always too good and accidentally become main route.
    • Should I just embrace this and turn the map from a "W" layout into a linear one? Might help for navigation and filtering into the final cap.
    • The problem with this is that it will effectively kill yard and watchtower arenas
      • Realistically this is what I might need to do, and come up with new arenas inspired by these. Watchtower will probably never return, but yard will need to be rebuilt.
  • Backcapping is very easy (somehow)
    • Can increase cap time, but this will make it harder during an actual push. Maybe shortening travel times will make it easier to return to point when someone tries to cap?
    • Spawn is also too close
    • I'm happy with the general construction of last, but perhaps its too easy to get behind the point? Rather than defenders coming from behind the point, they come from the side, resulting in a very wide battle line between the front and back of the room. On top of this, controlling room 04 gives you free reign over where you want to enter final arena from. Ultimately, caused by the W shape of the map.
The obvious solution here is to change the shape of the map from W to more linear, but this will be a lot of work and mean I gotta throw out a ton of work and refinement. However, considering I can't make this current shape work, might be the only way
 

nesman

master of fast travel
aa
Jun 27, 2016
1,290
1,175
Their inclusions means that mid is too easy to hold for the attacking team, makes it near impossible for defenders to take back
what's the spawn time for the attacking team? You might be better off giving them a slightly longer respawn time than the defending team.
 

Custard1

Dude, where's my free time?
aa
Mar 15, 2015
88
52
what's the spawn time for the attacking team? You might be better off giving them a slightly longer respawn time than the defending team.

This could be it. Right now respawnwave is 6s, but capturing the point gives -5 to respawnwave. Something else I didn't account for when adding the fowards spawns.