Burial

CP Burial a15

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
Burial - Ween 3cp for 3cp enjoyers

Burial is a 3cp map with some halloween stuff like pumpkins n gargoyals. No spells, at least not yet. It's inspired by maps like mann manor/mountain lab, mossrock, gorge, and even Mercenary Park.

It's probably really bad.

Custom Content:
-Green Truck: FGD5
-Sinthetic Assets and reskins: Blaholtzen, DatGman
-Hearse: DeRoseJ
 

d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
gave some thoughts here
really like this map already, hope the video is helpful
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
-changed around height variation at A
-moved around geometry at A to try and make some easier defendable spots for red
-changed under bridge to be more interesting and give more space for players to move through
-lowered red's respawn time
-added force respawn for red after both A and B are capped, which should help them have time to set up for B and C
-removed blu 3rd respawn
-made previous blu 3rd respawn red's first respawn
-turned red's previous first spawn room into a playable area that should help red defend B
-added opening doors to help direct red to A point
-added a low route at C that has water in it
-decreased the amount of pumpkin bombs that spawn at once
-slightly adjusted B's geometry
-edited route from B to C
-minor detail changes
-changed blu first spawn exits around
-adjusted geometry by blu first spawn to block sightlines
-blocked sightlines to A and B
-added teleporter to red first spawn to take them to the final spawn room when A is captured
-added announcer lines for capping and defending points
-other changes that I don't remember totally

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
-slightly changed around doors and stairs by A
-pushed back C a bit and moved around the connecters between B and C
-moved around geometry at A to try and make it more defendable
-fixed being able to shoot through fences at A
-fixed props without collision throughout the map
-lowered cap time for C
-moved around geometry at C to make it more red and sniper friendly, but not too sniper friendly
-reoriented direction of blu 2nd spawn
-probably other stuff

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
Probably not. I could put anything here and no one would really notice.

In mathematics, the Pythagorean theorem, or Pythagoras's theorem, is a fundamental relation in Euclidean geometry among the three sides of a right triangle. It states that the area of the square whose side is the hypotenuse (the side opposite the right angle) is equal to the sum of the areas of the squares on the other two sides. This theorem can be written as an equation relating the lengths of the sides a, b and c, often called the Pythagorean equation:[1]

{\displaystyle a^{2}+b^{2}=c^{2},}
92333b53991e3ea02f5d6384bac4911ae3060a1e

where c represents the length of the hypotenuse and a and b the lengths of the triangle's other two sides. The theorem, whose history is the subject of much debate, is named for the Greek thinker Pythagoras, born around 570 BC.

The theorem has been proven numerous times by many different methods—possibly the most for any mathematical theorem. The proofs are diverse, including both geometric proofs and algebraic proofs, with some dating back thousands of years.

The theorem can be generalized in various ways: to higher-dimensional spaces, to spaces that are not Euclidean, to objects that are not right triangles, and to objects that are not triangles at all but n-dimensional solids. The Pythagorean theorem has attracted interest outside mathematics as a symbol of mathematical abstruseness, mystique, or intellectual power; popular references in literature, plays, musicals, songs, stamps, and cartoons abound.

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
-pushed back C from B a bit
-filled in new space between C and B
-raised defending platform at B
-added new door between B and C for blu
-gave blu a little bit of high ground at A, but not much
-changed the direction red is facing when spawning for A
-changed big door model
-clipping
-probably other stuff I don't remember

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
-dealt with some sightlines at A
-added a high ground route for red at B
-removed one of the sets of water stairs at C
-moved around some pickup locations
-changed the end laser to have a kill radius and activate addcond 76 (which turns people into ghosts after they die)
-moved around some pumpkin bombs
-lowered red respawn times for B and C
-clipping
-probably some other stuff

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
-pushed back A
-blocked some sightlines at A
-adjusted health and ammo at A
-gave blue more cover and options at B
-lowered red's highest high ground at B
-added back staircase to upper B area when going from red spawn at C
-upped B cap time from 15 seconds to 20 seconds
-lowered red's respawn time from 5 seconds to 1 second for the first 5 seconds after A is capped. Once those 5 seconds are up, the respawn time becomes 5 seconds.
-did nothing to C

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
-moved around a lot of geometry at B to make it suck less in theory
-changed vehicle on bridge at A
-added staircase to the top of the bridge at A
-changed blu forward becoming active after A is capped, to after B is capped
-fixed building in lower part of blu first spawn
-increased B cap time to 20 seconds
-did nothing to C
-cleaned up some brushwork
-moved around lower red first spawn exit to work better with the new geometry by B
-added some more height variation to the lobby at B
-added some light to the back path behind the building between A and B
-probably other stuff too

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Jameson

aa
May 19, 2020
44
14
Just thought I should let you know that in your a13 release you have an opening to the void and some z-fighting on these stairs near B.
 

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