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CP Aceshigh A3

a bunch of 5cp ideas meshed together at once

  1. PaperPlayerX

    PaperPlayerX L3: Member

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    Positive Ratings:
    24
    Aceshigh - a bunch of 5cp ideas meshed together at once

    I had some ideas for some 5cp points. It spiraled out of control from there.

    Screenshots:
     
  2. Nixon

    aa Nixon

    Messages:
    103
    Positive Ratings:
    66
    Mid looks extremely interesting to fight in. Last is a bit generic. And B seems like it doesn't have a lot of cover, however the entire map looks pretty professional and I expect a very interesting map will come from it. Seriously though mid looks insanely fun to fight in; those roofs are epic.
     
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  3. Nixon

    aa Nixon

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    Hey nvm actually i just realized that the cap zone extends, B is pretty nice also
     
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  4. YOYOYO

    YOYOYO L7: Fancy Member

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    That seem to work together well
    This map looks well done, even in its early stage. The only thing I would suggest is to make the displacements less tall. You may not have to do it now, but later on, I would try to make them smaller, and maybe put some more displacements replacing it, some models or such.
    Did I explain this right?
     
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  5. PaperPlayerX

    PaperPlayerX L3: Member

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    I think I got what you meant. Like, make the main cliff faces shorter, but add some height variations, decorative displacements, rocks/cliff props and such. That's almost certainly what will happen down the road.
     
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  6. PaperPlayerX

    PaperPlayerX L3: Member

    Messages:
    120
    Positive Ratings:
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    Changelog:

    -Added a metric funk-load of signs
    -Removed most of the upper parts of the inside of the mid building (the platform with crates, etc)
    -Added a small health on top of the now exposed doorframe at mid
    -Downgraded the medium health in the mid building to smalls
    -Added a window into the mid building from the ledge nearby the shutter
    -Blocked a route around the mid building with cliffs
    -Adjusted cover on second/fourth to block weird sightlines
    -Adjusted last so that the point is on the low ground between the now smaller highground platform (with additional cover now added) and the small rock in the middle of the area
    -Last now caps faster - 1.5 seconds instead of 3 seconds
    -Adjusted some other things that I probably forgot

    Screenshots:


    Read the rest of this update entry...
     
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  7. PaperPlayerX

    PaperPlayerX L3: Member

    Messages:
    120
    Positive Ratings:
    24
    Changelog:
    -Changed mid to be two split team-colored buildings instead of one massive building
    -Upgraded and downgraded various healthpacks
    -Changed all lights into light_spots with props, ie maps, lightbulbs, etc (there remains a few ordinary light entities in order to light specific parts of the map I couldn't find a better way to light right now)
    -Second/Fourth caps slightly slower
    -Cover walls on S/F have been redone to allow for (hopefully) a better flow, especially out of the nearby forward spawn
    -Last also takes longer to cap now
    -Possibly other stuff I forgot

    Screenshots:

    Read the rest of this update entry...
     
  8. YOYOYO

    YOYOYO L7: Fancy Member

    Messages:
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    Positive Ratings:
    277
    Interesting change.
    Wonder how it'll work.