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CP Banana A9

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  1. Lain

    aa Lain Resident wrong opinion holder

    Messages:
    733
    Positive Ratings:
    661
    It's called banana because it's shaped like a croissant

    A symmetrical 5cp map that is a collection of designs i had made for 5cp previously but didn't have the motivation to build in Hammer. Made within 3days for the 72hr contest.

    Total time spent - 20 hours

    Here is a timelapse of my 72hr versions
     
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    Last edited: Oct 3, 2015
  2. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,034
    Positive Ratings:
    3,989
    Was hoping someone would make that joke one day
     
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  3. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,742
    uh oh, have I started a brush based rock trend for alpha versions?
     
  4. Lain

    aa Lain Resident wrong opinion holder

    Messages:
    733
    Positive Ratings:
    661
    Yes you have, I disliked the colorance and shape of the normal ones, plus i think they looked pretty.
     
  5. Lain

    aa Lain Resident wrong opinion holder

    Messages:
    733
    Positive Ratings:
    661
    A2
    Heightened cap times across the board
    Made window on last bigger
    Added respawn room visualisers to middle forward spawn
    Fixed respawn room in blu forward spawn on mid
    Removed triple health/ammo packs from mid
    Fixed Skybox
     
  6. Lain

    aa Lain Resident wrong opinion holder

    Messages:
    733
    Positive Ratings:
    661
    A3
    Adjusted spawn time modification on cap
    Aligned no entry textures
    Added overlays
    Removed massive area that allowed players to bypass mid
    More ammo on last
    Areaportals
     
  7. Lain

    aa Lain Resident wrong opinion holder

    Messages:
    733
    Positive Ratings:
    661
    A4
    Detailed 25%
    Changed mid cap area size
    Removed walkways from shack to shack on mid
    Reduced small hp packs on mid
    Fixed doors using the same trigger at mid
    Made bars on last a little thinner
    Removed Jungle assets (packing errors)
     
    Last edited: Aug 3, 2015
  8. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,034
    Positive Ratings:
    3,989
    I know you're already rebuilding this map but I'm posting all this in the other finalist's threads so you're getting it too.

    Even though I didn't rate this that highly, it's probably the 5cp I've liked best by you. Looking forward to the next version.
     
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  9. Lain

    aa Lain Resident wrong opinion holder

    Messages:
    733
    Positive Ratings:
    661
    The next version will be extremely different. I talked to someone (I don't know if they wanted me to say their name) about why they changed their map from the croissant/banana mirroring and why their map didn't get played before they made that change and they basically said that it dumbs down the gameplay on the mid to an insane level, and makes it so the closest route (the one that people were complaining about in banana) becomes the best most of the time. Either that or you have to drastically change the connectors to accommodate it. Also it imbalances the teams just on principle because one team has the peakers advantage, and the other consistently doesn't. I have looked at a few connectors and second points I've liked in 5cp and lets just say that the gameplay on last and second will change a lot. Also while it is your opinion, I find the gameplay on last to be extremely fun. There us a few times in normal 5cp maps where teams can't push in due to a turret (and it's a pub so nothing but an Uber is breaking that sentry), but that's nullified in this map because of the pillars on the cap point, there is always a safe place to stand from a turret's line of site. I am changing the side door to the point (the extremely small one that nobody used) to a process-like semi-sneaky, giving the attacking team more options. But to counteract this I am going to increase last cap time. Since a lot of the time the way people won was getting a Pyro on the point and just airblasting people away. And while I do like that, I don't think it should be the dominant strategy.

    Anyways, I'd like to thank you and Phi for all the feedback you left on the map, it definitely helps a lot. In a couple of days you'll probably see a prototype of the a6 remake in your inbox.
     
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  10. Lain

    aa Lain Resident wrong opinion holder

    Messages:
    733
    Positive Ratings:
    661
    A6
    - Completely redid the map from scratch, woop.
    - Kept the basic theme of last and middle intact.
    - Map now uses Normal mirroring to better balance teams and paths.

    Read the rest of this update entry...
     
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  11. Lain

    aa Lain Resident wrong opinion holder

    Messages:
    733
    Positive Ratings:
    661
    -Last-
    -Centered spawns and spawn doors.
    -Changed pillars/cover to better fit theme.
    -Extended the lower door up and moved the ramp forward.
    -Made lower brighter.
    -Removed full ammo pack.
    -Moved spawns forward 200 units.
    -Changed small HP pack on the left to a Medium.
    -Extended rollout and removed the door.
    -Removed the small HP/Ammo in rollout.
    -Made lobby less wide by 300 units.
    -Added a medium ammo pack to assist a Sentry location.

    -Second-
    -Removed medium HP and Ammo on spiral.
    -Changed small HP to medium.
    -Added lights into the 2nd forward spawn.
    -Added stairs to get from lowers to main.
    -Added skilljump to get from lowers to spiral.
    -Removed cover near 1st forward spawn.
    -Added more cover to the spire.
    -Improved clipping on the fences.
    -Changed Stairs from props to brushes to alleviate clipping issues.
    -Extended fences to the wall, no solided the models and bulletblocked the bottom portion.

    -Mid-
    -Expanded mid out 128hmu
    -Added a new path to mid
    -Moved health/ammo in the connector.
    -Moved pathways on the inside of the houses closer to mid
    -Made the side pathway smaller

    -General-
    -Added HP/Ammo Overlays.
    -Upped brightness of the inside light prefab.
    -Changed environment lighting.
    -No Jungle textures.
    -Soundscapes.
    -Moved respawn visualizers behind the doors.
    -Heightened skybox by 192 units.
    -Func_detailed a lot of things.

    With a new PC comes more mapping from me. Beefed up and full of energy I hope I can push this map far.
    As for other stuff i'm working on, I can finally make the TC map for the contest, so look forward to that. And I've got an update for Stage 2 of Utilia I have been itching to get out and trying so hard to not leak. Soon™

    Read the rest of this update entry...
     
    Last edited: Oct 7, 2015
  12. Lain

    aa Lain Resident wrong opinion holder

    Messages:
    733
    Positive Ratings:
    661
    -Mid-
    -Switched places of the hp/ammo packs in the connector.
    -Switched hp/ammo packs on the roofs of the huts.
    -Changed Ammo in the flank from Small to Medium.
    -Lowered cap time by 1 hammer points (11>10).
    -Lit up blu's house, as it was missing lights.

    -Second-
    -Massively changed last connectors to second.
    -Second is generally shorter as a result, Pushes should be less disconnected.
    -Changed location of the first forwardspawn.

    -Last-
    -Massively changed last connectors to second.
    -More health kits overall.
    -Detailed spawn.
    -Upped cap time by 1 hammer point (3>4).

    This map brought to you by a very very sleepy Lain *3*
    If there are any major problems please shoot me a private message or contact me on Steam.

    Read the rest of this update entry...
     
  13. wiseguy149

    wiseguy149 Emperor of Entities and Amateur of Aesthetics

    Messages:
    103
    Positive Ratings:
    160
    These changes seem pretty good, I can't wait to play it and test them out.
     
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  14. Lain

    aa Lain Resident wrong opinion holder

    Messages:
    733
    Positive Ratings:
    661
    -Mid-
    -Added small HP and Ammo in connector to spiral.
    -Changed the flank room.
    -Changed medium ammo to small in the flank.

    -Second-
    -Edited spawn adjust time for attackers capping the point (from 3 to 1.5 hammer points)
    -Completely shifted the location of the point.
    -Extended stairs into the ground
    -Added a ramp to get from lowers to the point.
    -Fixed ammo pack asymmetrical near the point. (both are now small)

    -Last-
    -Lowered cap time by 1.5 hammer points (4>2.5).
    -Removed two pillars in front of the cap point.
    -Moved Medium HP pack.
    -Extended the wall of the left exit.
    -Removed drop down.
    -Added a staircase to the right side lobby that connects to lowers.
    -Changed the area to the right of spawn.
    -Extended the roof of the exit of lowers up.

    -General-
    -Improved optimization.

    If people complain about not being able to push out of last when the enemy essentially has a 15 second spawn advantage due to teleporters, is that a problem with my map, or the players inability to kill a teleporter?

    Read the rest of this update entry...
     
  15. Uncuepa

    aa Uncuepa

    Messages:
    777
    Positive Ratings:
    1,028
    smack that mf agree btn if you think lain should detail the map like this

    [​IMG]
     
    • Agree Agree x 3
  16. Lain

    aa Lain Resident wrong opinion holder

    Messages:
    733
    Positive Ratings:
    661
    I need to post stuff here to keep myself motivated. I don't wanna give up on this map, but my brain doesn't work correctly and I just shut down after I release versions that need larger changes. If you guys have any feedback about these previews post em up.

    [​IMG]
    new mid preview, maybe it's a bit too close to process/sunshine, but i think it keeps the old banana identity enough.

    [​IMG]
    new last, maybe a bit small, but i've upsized it from the last version i showed in the wip thread
     
    • Like Like x 3