CP Bandar A7

Lakeside but with refineries

  1. Tuaam

    Tuaam L6: Sharp Member

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    Docks - Trouble at the Docks

    'Docks' is a traditional attack and defend type map set on a pier. BLU must capture 3 points; The Warehouse, Drydock, and Trainyard.

    Compared to other maps, the layout follows an 'outside bend' which is a hybrid between a linear a/d map and a spiral payload map.
     
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  2. Tuaam

    Tuaam L6: Sharp Member

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    This is a long standing update for the new map Bandar, which was originally named "Docks".

    Changelog:

    -Added a completely new 3rd area with a rail yard as the final point. This area includes more flanks and increases the general size of the map

    -Expanded the area for the 2nd cap point

    -To compensate for setup times, a forward spawn is used for both RED and BLU to use. When the 2nd cap is captured by BLU then RED's spawn room will be close to the final point and BLU's spawn room will be close to the 2nd point, allowing for shorter walk times to the cap zone.

    -Removed a few sightlines and reworked the layout for points 1 and 2, making it feel less cramped than before

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  3. Tuaam

    Tuaam L6: Sharp Member

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    Changelog:

    -Added another flank to lead to B, should help with sentry busting

    -Restructured forward spawns for both teams

    -Reworked A to include a better holding point

    -Reworked the space between A and B

    -Added another entrance from the backhouse on C

    -Trigger_Hurt now only extends to the water and not the shore, consists of a 'bullet' effect which kills the player if they step in the water

    -Added rudimentary 3d skybox for conceptualization purposes, will be expanded on in the future

    -Changed house themes to be more of a desert style

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  4. Tuaam

    Tuaam L6: Sharp Member

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    This update hopes to address multiple flow issues with the previous, which includes removing excess routes and giving a better sense of direction for the player to get the map right.

    Changelog:

    -Added clipping in multiple areas where needed; the player cannot jump in the water where it is deemed un-necessary for the player to be there

    -Broke the curved rail line (points B and C) into 3 partitions, the first being where B resides, the second residing between B and C, and the last residing at C.

    -Added a 3rd exit for BLU when they get out of their setup area, which should eliminate a nasty sentry spot by creating another angle of attack for BLU to use

    -Removed multiple pathways deemed excessive to the map and constricted flow, including:

    >a teritiary flank which went from the area just before B to B's train area

    >The railway isn't necessarily used for actual combat, the team simply uses it to traverse between points, they get to the points through buildings on the side

    -Tweaked water damage to be slightly less damaging, if you step a tiny bit into it you'll slowly loose health but not drastically enough to die in seconds.

    -Reworked the layout of B to be more centralized, the point is moved to the center of the area and isn't in a corner.

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  5. Tuaam

    Tuaam L6: Sharp Member

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    Little sneak peak of what A5 has to offer, with a fully done 'alpha-stage' artpass:



    [​IMG]

    [​IMG]

    Credit goes to Squishy for her amazing refinery instance pack, combined with the right architecture it really does make a difference in style and cohesion.
     
  6. Tuaam

    Tuaam L6: Sharp Member

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    Now this update is fun, it adds actual architecture and it feels like something you'd want to play on. Using squishy's refinery pack, it helps capture the feel of a massive refinery / desert port perfectly.

    The story goes as follows: BLU must prevent RED from launching ballistic missiles at various military targets in the middle east. To stop RED's defense, BLU invades port bandar, located in the persian gulf, to attack a nearby refinery and dismantle a rocket launching platform.

    If RED wins, the missile launches and destroys more of BLU's facilities. If BLU wins, the rocket fails to launch and the refinery is attacked by reinforcements.

    Changelog:
    =========

    -Updated Last to be much more expansive, with a rocket site BLU must finally capture.

    -Added various new detailings to fit with the middle eastern theme, including refinery instances added in

    -Smoothed out displacements in the area between A and B

    -Clipped large parts of the water and removed trigger_hurts where needed. players can now use some of the water to swim around in, with a safe perimeter marked by buoys.

    -Added more healthkits

    -Reworked BLU's enterance, now it should take a little more slower for BLU to advance to the first point.

    This is quite possibly the most expansive update for the map I've ever done, and I personally think it shows through pictures.

    Credit for the refinery instances goes to Squishy.

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  7. Tuaam

    Tuaam L6: Sharp Member

    Messages:
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    Positive Ratings:
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    Quick Layout update which is to be playtested only to test layouts, feedback is needed for this to continue to the next layout test

    Changelog:
    =========
    -Extended BLU's spawnpoint to be somewhere else

    -Changed the area between A and B to flow better, including making it easier for BLU to take B

    -Removed the water area entirely due to it being deemed unnecessary

    -Changed the Area between B and C to flow better

    -Remade last a little to complement the flow changes

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  8. Tuaam

    Tuaam L6: Sharp Member

    Messages:
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    Positive Ratings:
    235
    This is the official A7 update, with a new reworked layout!

    Changelog
    ========

    >Massively improved route from A to B
    >Changed around locations of health packs and areas which should make good resupply / sentry areas
    >Route from B to C is improved and more straightforward, team now fights "along" the train route instead of over
    >Redid last point to be more cohesive
    >Changed alley between A and B, being less of a clusterfack
    >Added environmental props which reflect the theme of the environment presented

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