Across

CP Across Alpha 8

AcidGamer

prop_dramatic
Feb 15, 2016
27
5
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Across
a 3CP map with unusual gimmicks to the mix

cp_across is a map with three control points placed in a symmetrical environment consisting of Red and Blu bases and a mid point placed over train tracks. There are/will be multiple possible paths towards each point.

On the map you can find yourself in front of an incoming train so mind your steps.


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AcidGamer

prop_dramatic
Feb 15, 2016
27
5
Alpha 2

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This update includes following improvements and changes:
  • More lamps (lighting)
  • 3D skybox (prototype)
  • Added health packs next to full ammo packs
  • New props for train tracks
  • Train spawn timing changed
  • Additional observer cameras

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AcidGamer

prop_dramatic
Feb 15, 2016
27
5
Alpha 3

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Fixes&Changes™ :
  • Even more lamps
  • New Small Health packs on each team's wagon
  • Catwalks have been changed in each base
  • Small Ammo packs in tunnels have been changed to medium Ammo packs
  • Red and Blu Capture areas have been modified
  • Train spawn have been delayed by 10 seconds
  • Just a few creates have been added

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AcidGamer

prop_dramatic
Feb 15, 2016
27
5
Alpha 4

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After reading thru feedback taken from imp I have changed the following aspects of the map:
  • As always I have added more lighting
  • Added patches under ammo and health packs
  • Made railings non-solid
  • Made current last points a bit harder/easier to defend by reducing cap time and adding catwalk/balcony above them
  • Placed a few props here and there
  • Made most rooms have ceilings higher
  • Fixed Murderous Platform of DOOM by making it less dangerous

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OK, now I would like to ask you if I should do the following changes for the next update:
  • Change map to a 5cp
  • Make path to mid not be super tight choke point that it is now
  • Add more hazards such as death pits
  • Expand mid area

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AcidGamer

prop_dramatic
Feb 15, 2016
27
5
Alpha 5

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Warning!
Update contains ginormous changes to the map

After watching a few times demos from last two IMPs I decided to rework center of the map and adjacent areas. In short, area have been made a lot bigger and the new middle capture point got an interesting gimmick to it. Also train got a few new wagons to carry. Now map should play a little bit differently and so I have changed the time limit from 5 minutes to 10 minutes. Also added a few lamps here and there.


Fixes&Changes™ :
  • Rework to central area of the map
  • Red's last point now can be defended properly
  • Removed Dust's doors from the map
  • Removed Cranes
  • Opened up new areas
  • Added more cover
  • AND MORE
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Plans for future updates :
  1. Expand map from 3CP to 5CP
  2. Work on current last points
  3. Make a few new routs to current last points from mid
  4. Work on custom props for map
  5. Make new 3D skybox
  6. IMPROVE
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AcidGamer

prop_dramatic
Feb 15, 2016
27
5
Alpha 5b



Fixes&Changes™ :
  • Changed time limit to 7 minutes
  • Capturing mid point now resets timer
  • Made map a lot brighter
  • Fixed other lighting issues
  • Added more Ammo&Health packs around center area
  • Made stickies bounce off mid point
  • Added a few props
  • And More™













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AcidGamer

prop_dramatic
Feb 15, 2016
27
5
Alpha 6

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Warning!
Rework

A full scaled overhaul of a map with changed layout, theme, game mode and more. It's pretty much a completely new map. Only things remaining are overall idea for a map and it's gimmicks. Hopefully you will like the new direction for this map's construction.

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Changes™ :
  • Its a Rework
  • Made map have 5cp instead of 3cp
  • Changed layout
  • Changed map's theme
  • Changed into daytime
  • Added "death pit"
  • AND MORE
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Plans for future updates :
  1. Edit Train's spawn rate
  2. Make a few new routs to second points from mid
  3. Work on custom props for map
  4. IMPROVE
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AcidGamer

prop_dramatic
Feb 15, 2016
27
5
Alpha 7

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Changes™ :
  • Changed Last Point "a little bit"
  • Added Missing Clips
  • Disabled shadows of all door props
  • Made some insignificant changes to last point flank
  • Made so jumping form Red Base to Blu One is Impossible and vice versa
  • Added few more LIGHTS to the cave parts of the map.
  • Made "death pit" deeper and with more stuff
  • AND MORE

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AcidGamer

prop_dramatic
Feb 15, 2016
27
5
Alpha 8

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Changes™ :
  • Added New Area with a death pit
  • Added New high ground area at The choke point leading to last
  • Placed more health and ammo packs around the map
  • Added even more LIGHTS in caves
  • Fixed Doors // all doors in caves for some unknown to me reason where treated as one entity
  • AND MORE
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yellow_

L1: Registered
Apr 10, 2018
9
2
Can't wait to see this map when it's done, i absolutely loved playing this map yesterday. It's very unique. Some critic though. First time its very confusing to find around the map, maybe add some arrow signs. Also i don't think you need a different spawn every time you capture an objective, it only helps the team that has the most objectives. The map is small enough already to easily get to your destination and the defending team can't push back when enemies comes at rapid numbers. Also you got some complains about sniping from each last point, but i don't see it as an issue, but something unique. You have already blocked off the last point, so you can't be sniped from it. There's also another route to take in case the snipers become an issue, which they shouldn't because the sniping spot isn't that efficient. Also you missed out on a cool engineer spot by clipping the roof on the first spawns. Otherwise, cool map, cant wait to see it in its final. :)