Aceshigh

CP Aceshigh A4

Nixon

L3: Member
Jan 10, 2017
114
75
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.
 

Nixon

L3: Member
Jan 10, 2017
114
75
Hey nvm actually i just realized that the cap zone extends, B is pretty nice also
 

YOYOYO

41 crashes and counting
aa
Jul 10, 2017
588
497
a bunch of 5cp ideas meshed together at once
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?
 

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
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.
 

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
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:
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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
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:
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YOYOYO

41 crashes and counting
aa
Jul 10, 2017
588
497
Interesting change.
Wonder how it'll work.
 

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:

-Changed all spawn waves to 8 (now I actually have a frame of reference for make them longer/shorter)
-Changed last spawn exits (see screenshot)
-Adjusted the size of the shutters on the building between last and second, and added a second shutter to that room (on second's side, where it was previously missing)
-Changed the cover walls on second to completely divide the point into two halves (plus the top part) while also integrating the walls into the point structure better
-Made the doorway between the upper battlements on second and the bigdoor-styled corridor between mid and second to be bigger (and hopefully, more viable)
-Fixed some clipping on some stuff
-Lighting changes in minute areas
-I forgot what else I did

Screenshots:
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20180927134546_1.jpg
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20180927134553_1.jpg


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