Afterblaze

CP Afterblaze A2 Reupladed

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Afterblaze - Put on your Sunday clothes!

A 5cp map originally made for the Winter 2017 72 Hour Jam. I want it to be played in a competitive format, but if that doesn't really work out then that's fine.

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nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
I'm not sure if I'm allowed to update the map this close to the Jam (there's an exhibition game right?), but I have many plans for the next update:

  • Revise Mid
    • Make it less open, change some of the layout to be more interesting than just a small gorge, this will block some not so good sightlines
    • Change locations of the some entrances so that they aren't just all over the place, instead more close together
    • Replace many of the rocks with buildings/more blocky-er structures, so that it's easier to jump on as scout, and easier for soldiers and demos to put splash damage on, this will also block sightlines better
  • The changes of the entrances onto mid will move the doorway that is blocked by wood on second over a bit, so attackers aren't entering behind the defenders' lines
  • Make last longer, and a bit wider, and move the point back, so it isn't super close to second, and so the granary converters aren't causing claustrophobia.
  • I'm thinking about maybe making the holes on mid's roof a bit bigger, along with adding some small structures on top of mid so you aren't being seen from the entire mid, and so you can't see the entire mid.

Let me know what you think, I would have provided drawn over pictures to help show what I mean, however I'm on mobile and don't have much time to do that. Thank you!
 

Infomaniac

L6: Sharp Member
Nov 29, 2015
374
207
Looking good
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Alpha 2 is here! Here are the changes:
  • Pseudo-detailed a lot
  • Changed the way mid is built so it is easier to work with internally
  • Added a sun in the sky
  • Changed all door textures to that similar to the prop
  • Replaced forward spawn doors with brush based ones, also uses "no entry" door textures on the outside
  • Mid Changes:
    • Made mid less open, made it more structured rather than freeflow
    • Changed locations of some of the entrances so that they aren't just all over the place, instead more close together
    • Replaced many of the rocks with buildings/more blocky-er structures, so that it's easier to jump on as scout, and easier for soldiers and demos to put splash damage on, this also blocks sightlines better
    • Added crates to the Mid bridge to give players more cover on it
    • Indented the shutter doors
    • Made the holes on the roof of the bridge slightly wider
  • Second Changes:
    • Changed the location of an entrance into second
    • Made it easier for non-jumping classes to get onto the top level of second
    • Moved the health/ammo on the defender's side of Second back a bit
  • Last/Lobby Changes:
    • Made Last much bigger
    • Moved the point back
    • Rotated and raised the granary conveyers
    • Added a shed, and a raised concrete section
    • Adjusted the entrance door from Sewer to Last
    • Added some snazzy steam sounds to the pipes in Sewer
    • Removed a way to enter lobby, replaced it with a stairway/doorway to get onto second from lobby
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Read the rest of this update entry...