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nesman

master of fast travel
aa
Jun 27, 2016
1,532
1,328
Still processing the demo and feedback but it's mostly:
  • Give BLU better insight into what they are walking into.
  • Ammo.
  • That god damned hallway.
Look at the blobs of red. Those are all doorways/cramped areas that BLU has to walk through.

Death Position
cp_baxter_a3_deaths.png




























Killer Position
cp_baxter_a3_killerpos.png


Killer Lines
cp_baxter_a3_killerlines.png
 

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Last edited:

Patchy the pirate

L1: Registered
Apr 9, 2022
13
8
I really like this maps design and the layout you've got going in it!

But I did stumble one or two smaller issues which can be abused;

1A: The small overlapping pipe element allows explosive classes + wrangler engineers to land/stand there without issue
1B: Though explosive classes attempting to land on the flat areas of the red pipes get pushed off, a wrangler + rescue ranger engineer can quite easily launch himself up and place a sentry, tele exit or dispenser there (Note; Standing on top of your own dispenser and sentry of any level puts you above the effect of the pushing force applied to this area!)
25661523451f15f9921e3495933f31fa.jpg.png


The second 'issue' I came across was being abled to comfortably stand on top of the tall trees at BLU's starting spawn, as a Demo a single sticky is enough to get up there, as soldier 2 rockets suffice
Some of these trees provide a really protected spot for a demoman sittin and tossing his balls down from there
25661523451f15f9921e3495933f31fa2.PNG

Other than that, i like it!
 

nesman

master of fast travel
aa
Jun 27, 2016
1,532
1,328
nesman updated Baxter with a new update entry:

Been a while huh.

Got busy with graduating college and life. Still thinking about redesigning C but wanted to test some ideas first.

- Fixed clippings.
- Changed entrances into A flanks.
- Changed A flanks.
- New B.
- Changed B flanks.
- Changed B Health/Ammo placements.
- Changed Red C spawn exits.
- Other little things.

Read the rest of this update entry...