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CP biofuel

Discussion in 'Map Factory' started by spudboy, Aug 14, 2015.

  1. spudboy

    spudboy L1: Registered

    Messages:
    37
    Positive Ratings:
    6
    An Attack/Defense 3CP map based on a farm/spytech theme. I'm far too tired right now to write any more than that.
    (Pictures are out of date.)
     
    Last edited: Aug 18, 2015
  2. Joey

    Joey L1: Registered

    Messages:
    23
    Positive Ratings:
    21
    it looks very open and flat in the main areas. I will download it and take a look at it after I finish eating


    [​IMG]
    I can shoot over this onto the point. it will be abused
    [​IMG]
    only one entrance to this area
    [​IMG]
    Tiny room, also door feels very cramped. Much too small for more than one player
    [​IMG]
    seemingly pointless room, seems like its just there for health
    [​IMG]
    Very steep ramp
    [​IMG]
    some signs would do good here, It got sort of confusing at this point and the entrance to this area
    [​IMG]
    only two entrances again, this time to a major objective
    [​IMG]
    very small cap radius


    Thats all I saw from just running around, good map btw!
    (sorry for so many pictures)
     
    • Thanks Thanks x 2
    Last edited: Aug 14, 2015
  3. worMatty

    aa worMatty Repacking Evangelist

    Messages:
    1,072
    Positive Ratings:
    834
    Hi, spud. I look forward to play testing this. Hopefully we will leave you some good feedback, and the demos will be valuable.
     
  4. spudboy

    spudboy L1: Registered

    Messages:
    37
    Positive Ratings:
    6
    Released version A2:
    -Widened capture zones on all points.
    -Made side door to the first point slightly wider.
    -Added an extra route/upper area to the final point.
    -Added fancy curves to the final point because I just learned how to make them.
    -Reworked back exit to the first building.
     
  5. spudboy

    spudboy L1: Registered

    Messages:
    37
    Positive Ratings:
    6
    Released version A3:
    -Scaled down the area around the first point.
    -Moved the first point into the barn building.
    -Increased time to cap the first and second points.
    -Added a piece of cover into the barn.
    -Reduced distance between the first and second points.
    -Reworked the area between the first and second points.
    -Lowered Blu respawn time.
    -Sized down and reworked some areas around the last point.