- Mar 6, 2009
- 248
- 55
CP Rivulet - Alpha 1
designed by Phil
Mode: Attack/Defend Capture Point (3-CPs)
Size: Large
Description / back-story:
About 4-5 months ago, I was working on a CTF map called Carbon, but I wasn't happy with the way it was going. I made a ton of mistakes, mostly relating to optimization and the layout of brushes. I wasn't particularly receiving great comments as well - I was told by people that a lot of rounds would result in stalemates and that the layout was too maze-like. I couldn't really do too much about it. My intention of that map was to focus on the fun aspect, and I think that didn't really work.
But now with Rivulet, I plan to fix the many mistakes I made in my previous map. This time, I'm planning to try something a little different. A 3 Linear A/D Capture Point map. The BLU team will have a forward spawn after capturing the first point since it is just way too far to run if there are no teleporters.
And, one final thing, if you are somehow getting very low FPS, that is because this version has been compiled with VIS set on Fast, since I am currently having problems with Normal as I am being told it is taking far too long than usual
But, hopefully I'll be able to address this huge problem soon. I just wanted to get a version ready for this weekend's gameday
Known Issues:
- Arrow placement
- RED needs forward spawn
- Team switch only occurs when RED wins
To Do:
- Break up visibility
- Cut off side routes
- More health towards middle area
- Last cap less sniper-friendly
Currently looking for feedback based on:
- Health / ammo placement
- Map design and balance
designed by Phil
Mode: Attack/Defend Capture Point (3-CPs)
Size: Large
Description / back-story:
About 4-5 months ago, I was working on a CTF map called Carbon, but I wasn't happy with the way it was going. I made a ton of mistakes, mostly relating to optimization and the layout of brushes. I wasn't particularly receiving great comments as well - I was told by people that a lot of rounds would result in stalemates and that the layout was too maze-like. I couldn't really do too much about it. My intention of that map was to focus on the fun aspect, and I think that didn't really work.
But now with Rivulet, I plan to fix the many mistakes I made in my previous map. This time, I'm planning to try something a little different. A 3 Linear A/D Capture Point map. The BLU team will have a forward spawn after capturing the first point since it is just way too far to run if there are no teleporters.
And, one final thing, if you are somehow getting very low FPS, that is because this version has been compiled with VIS set on Fast, since I am currently having problems with Normal as I am being told it is taking far too long than usual
But, hopefully I'll be able to address this huge problem soon. I just wanted to get a version ready for this weekend's gameday
Known Issues:
- Arrow placement
- RED needs forward spawn
- Team switch only occurs when RED wins
To Do:
- Break up visibility
- Cut off side routes
- More health towards middle area
- Last cap less sniper-friendly
Currently looking for feedback based on:
- Health / ammo placement
- Map design and balance
Last edited: