CP Bluff B1

A somewhat unique take on competitive 5cp.

  1. Paper_

    Paper_ L5: Dapper Member

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    Bluff - A somewhat unique take on competitive 5cp.

    This 5cp map was made with help from Hyce (Logjam, Alamosa, Waterton), Lucrative (https://www.twitch.tv/lucrativetf), and Luc's PUG friends on the King's Crew discord and elsewhere.

    The map revolves around large height differences and the application of old and classic map design structures that have been tweaked and improved to fit the modern competitive experience.

    Screenshots:


    (Note: A1 and A2 are not present as they were tested and iterated upon very quickly before this post was made)
     
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  2. Paper_

    Paper_ L5: Dapper Member

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    Adjusted the connecting ramp in lobby (room with grate to large shutter) to be wider, allowing players to use it without triggering the nearby shutter (and for other potential benefits).

    Read the rest of this update entry...
     
  3. Paper_

    Paper_ L5: Dapper Member

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    Changelog:
    -Theme change, now has mild snow and mud instead of dirt and grass
    -Changed last spawn doors to be at 90 degree angle rather than head-on
    -Added dropdown into secret from Right (attacker's perspective) Lobby, made the original "entrance" into secret bigger and shifted closer to the ramp nearby
    -Added beams you can stand on and play around in Last
    -Added trapezoid thing on Last that allows for easier travel between sides of the room and potential hiding spot oppertunity
    -Added new route out of Lobby from the left (defender's perspective) out to just above the point, exit has a small shutter, highground structure on Second now connects to this shutter as well
    -Shifted mid-acquired forward spawn over to compensate for previous change
    -Added decorative water below grating on Second
    -Added a walled balcony thing to the upper part of Choke that drops down to a snow pile (intended to give the upper thing more use); wall attached to the "outer" balcony can be jumped over
    -Added window to upper Choke to see players entering aforementioned balcony
    -Added plank on the windows leading to Mid from House to signal that you can just walk through the window rather than have to jump
    -Re-inverted crate/ramp setup on Bridge
    -Adjusted cover in some areas on mid to delete crack sniper angles
    -Other fixes that I can't remember

    Screenshots:


    Read the rest of this update entry...
     
  4. Paper_

    Paper_ L5: Dapper Member

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    I skipped updating the download page for A5 and A6 due to rapid updates and playtesting. There were too many changes between A4 and B1 for me to count so no changelog this time.

    Screenshots:


    Read the rest of this update entry...
     
  5. YOYOYO

    aa YOYOYO l666: Member of the Sacred Duck

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    oh. it's snowy now.

    Nice change in theme! Its pretty aesthetically pleasing :)
     
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  6. lucrative

    lucrative L1: Registered

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    ya this map is really epic
     
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  7. Asd417

    aa Asd417 Sample Text

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    20190118190351_1.jpg
    Shadow on ceiling too sharp. Need some fake lights.
    Nice piping
     

    Attached Files:

  8. Paper_

    Paper_ L5: Dapper Member

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