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CP High Plains A3_1

TheGhostThatWas

L1: Registered
May 19, 2014
29
18
High Plains - Actually trying to make a modern Dustbowl, instead of just editing the old map and calling it "Pro"

Building from stage 3 outward. Currently this is only stage 3.

Features:
  • Wider routes
  • Courtyards
  • Layout tweaks
    • New flank for attackers on point 6
    • New alternative routes between points 5 and 6
    • Defenders last spawn is farther back from the control point
    • Forward spawn for attackers
  • Props for reaching different elevations
  • Ramps and clips to encourage advanced movement (trimping/rocket jumping)
  • New layout for CP6, but attempting to stay true to the original
  • QOL Improvements
    • Teams respawn on capture
    • Single respawn room for defending team instead of split layout
    • More doorways to Resupply to combat camping
    • More pickups
 

TheGhostThatWas

L1: Registered
May 19, 2014
29
18
Changes
  • Reduced size of cp6. Redistributed some space to the red's spawn yard.
  • Many new or moved props obstruct sightlines on cp6, and outside of blues first spawn
  • Increased size of staging area for blue on cp5
  • Old forward spawn is now solely blues forward spawn
  • Blue's forward spawn is delayed by five seconds after point 5 capture. Red team's spawn moves immediately
  • Blue team no longer respawns on point capture; only red team does
  • Reworked shape of cp6
  • Adjusted height of routes
  • changed angles of some stairs to help with rocket jumping
  • Changed stairs on flank to be biased toward blue, made flank smaller
  • Some pickups have moved slightly
  • Time to capture points increased. point 5 increased to 6 seconds, point 6 increased to 8 seconds
  • Set blue team respawn wave to 1 second on point 5, 2 seconds on point 6
  • Set red team respawn wave to 5 seconds on point 5, 8 seconds on point 6
Additions
  • Added window to blues spawn on cp5
  • Added windows to door inside blues spawn on 5cp
  • Added proper setup gates for blues spawn
  • Added new forward spawn for red between the two control points
  • Added finale on red win
  • Added basic textures to reduce amount of dev textures used
  • Added lights to some dark areas
  • Added door to flank point 6; door opens when cp5 is captured
  • Added red team door to access the silo on point 6
  • Added signage and patches under pickups
They're are probably more changes which I forgot or was too tired to document.

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TheGhostThatWas

L1: Registered
May 19, 2014
29
18
I did it for the last playtest and people had trouble seeing because it was so dark, no contrast between the walls and floor. Itll be fine once I change some of the walls to be clip brushes, but in the next patch I'll probably get rid of the rest of the dev textures anyway
 

TheGhostThatWas

L1: Registered
May 19, 2014
29
18
  • Replaced dev textures because they were distracting testers; textures FPO
  • Lowered some of the side walls to brighten routes
  • Changed signs pointing to cp6 from decals to models which only enable after cp5 is captured; this fixes confusing signs outside of reds first spawn
  • Reduced height of cliffs outside of blues spawn/reduced size of hill to top of cliff
  • lowered building outcropping to make it easier to rocket jump off of
  • adjusted clips on rock by blues forward spawn to better reflect its position
  • widened peaking hallways in blue spawn
  • added door to the back of the flank to prevent players from entering and reaching a dead end before cp5 is captured
  • Moved info_observer_point on cp6
  • Fixed cones disappearing
  • Fixed draw distance on a ledge prop
  • Added audio cue that blues spawn is moving forward
  • Moved the silo on cp6 back slightly
  • Added third door for red to leave their spawn on cp6
  • Lowered the stairs at the begining of the route between cp5 and 6. Changed the shape so that there are two staircases, one on each side of the small balcony.
  • Moved some rocks on the cliffs on cp5 so that rocket jumping soldiers have some cover to sit on
  • Raised the height of the L shaped ledge on the first corner between cp5 and cp6.
  • Moved health kit on the cliff opposite the silo back to blue's side of the wall. Changed to small health kit.
  • Changed silo on cp6; the door is now ground level and faces the point more directly
  • Changed the tunnel flank on cp6 - the flank now connects to health kit building opposite the silo. this keeps the teams from both gaining access to the others second spawn as easily
    • The tunnel favors the attackers, as a spiral staircase near them will give them the high ground. Ideally it will be used as a safe way to retreat, by going into the trench and then escaping through the flank
    • Red can still make the risky move to go through the tunnel, but they won't be as far behind enemy lines as before

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