Crimson

NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270
So I'm at it again. This time, I present something that's been in the works for quite a while. Looks may be deceiving, it's only an alpha map.

menu_photos_cp_crimson.png


Changelog:
Alpha 1:
  • Initial Release
Alpha 2:
  • Added new building near B
  • Added more cover at C
  • Added top secret ending effect
  • Moved red's spawns a bit away from D
  • You can no longer build in the crusher(doh)
  • Added HDR
  • Ending tower thing is now visible from outside
  • Some more detailing work
  • Widened the previously narrow hallways
  • Bunch of other stuff I forgot.
Alpha 3:
  • Completely redesigned B
  • More detailing work
  • 3d skybox!
  • Menu photos
  • Added some alternate routes to C
  • Gave RED a forward spawn outside of B, which is disabled when B is capped.
Known Issues:
  • A few gaps in displacements
  • The final point sometimes cannot be blocked from being capture, I don't know how to fix this.

cp_crimson_a30003.jpg

cp_crimson_a30005.jpg

cp_crimson_a30010.jpg

cp_crimson_a30006.jpg

cp_crimson_a30008.jpg


So yeah, the basic idea was to do to CP what badwater did to PL.

A>B>C>D
 
Last edited:

StoneFrog

L6: Sharp Member
May 28, 2008
395
81
D:
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
OMG you kept this from me!? HOW COULD YOU?

;_;

Well it's kinda amazing and red and awesome and from its look, it may be exactly as revolutionary you hope. ^_______^
 

FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
We tried this briefly on 2f2f (2 rounds, 16v16). With balanced teams, BLU lucked out on a full win followed by (after a team switch) BLU taking point C last. The most problematic area is D - RED respawns far too close to the point and the hallways to access D are very, very narrow, unfairly favoring RED. Likewise, the same narrow tunnels favor BLU when BLU is attempting to take B and C. I'd consider opening these up and perhaps adding an additional path that gives BLU a height advantage over D, relocating RED's spawn area for the D defense, or adjusting RED's respawn timers for the D defense.

A minor glitch - I saw a heavy fall into the grinders near C (?) and jump out unscathed. He was close to the edges, not the center.
 

NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270
A2 will be up tomorrow. (Read - today. 3 am at the time of this posting)
 

Tom Foolery

L1: Registered
Apr 13, 2009
48
4
Stop making my alpha maps look ugly! :crying:

Really though, looks great and like a fun map.
 

NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270
When I said "Tomorrow" I actually meant the day after tomorrow.
 

NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270
Updated to A2(late post is late)
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Played it yesterday, nice map.

My main gripes were however the lack of signs for red (not sure about blue as I didnt play as them) to guide to each cap point.

The last point is also a bit to choke pointy, perhaps add another route in or widen the existing ones?
 

NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270
Some dev pics

1hqbuh.jpg

zrc44.jpg

1j2suf.jpg
 

NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270
rkabgz.jpg
 

NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270
k1f6oo.jpg
 

NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270
cp_crimson_a30001.jpg
 

NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270
A3 is up!