CP Boreal

Discussion in 'Map Factory' started by Silverus, Dec 3, 2011.

  1. Silverus

    Silverus L3: Member

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    Cp_Boreal is a Gravelpit-style a/d map, set somewhere in the forest ecozone of Canada.
    I got interested in doing a 3CP map like gravelpit since I noticed that there arent many of them around and being played. Im hoping that this map will turn out to be played, in both the public and competitive scenes.
    NOTE: Name may or may not be WIP.
     
    Last edited: Dec 21, 2011
  2. Kiddnils

    Kiddnils L3: Member

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    I wanted to make a Canada map, too. Maybe I can help you Sir. Anyways the buildings are looking great.
     
  3. ScorpioUprising

    aa ScorpioUprising

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    Hmm, your rocks don't show up for us. Are you using custom rocks? Did you pakrat them into the map?
     
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  4. Silverus

    Silverus L3: Member

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    Oh, poop.
    I knew I forgot something. I'll add it in first thing tomorrow. How stupid of me XD.
     
  5. Terwonick

    Terwonick L6: Sharp Member

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    I love it so far.. Other than C looks like G-Pit's C, shouldn't be to big of an issue, they are different.
     
  6. Silverus

    Silverus L3: Member

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  7. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    Liking the name it reminds me of that ship we lost a few years back...
     
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  8. Ptimz

    Ptimz L2: Junior Member

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    I am liking what I see out of this map, especially the geometry in the buildings but I think that your routes of attack might need work.

    [​IMG]

    Route [1] here, from the A/B connector or the close exit, takes just about as long to get to the point as [2], but is a lot less safe. I think a short route that goes right to the point but is very dangerous [3] could serve you well. Putting in another route from A to B [4] to allow attackers to bypass defenses could be good too.


    You might want to have the roof of B slant the other way so that it gives cover in the other direction.

    Maybe the A-B connector should come out in the house? I don't know. The map so far looks really fun though, and I look forward to it being put up for a gameday.

    P.s. The little u-turn at the top of that picture is a really neat idea.
     
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  9. Silverus

    Silverus L3: Member

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    All quite good ideas! I might use some! Im probably going to make stairs with a wall behind it (for splash damage) instead of the ledge at B. For route 1, there is also a med. health pack in the House, but ill probably add some cover there as well. I may or may not put the other connector, not sure though. About the roof, im probably not going to change it. If the A-B connector came out of the house, it might be too much of an advantage, cause of the med health in the house and the direct access to the high ground. Where it is now will give the defenders a chance to see them, so they can attempt to stop them.

    Thanks for the feedback though, I appreciate it! *thumbs up*
     
  10. Silverus

    Silverus L3: Member

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  11. waxpax

    waxpax L5: Dapper Member

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    Um, you forgot the cubemaps on the rocks in a2.
     
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  12. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    rocks don't need cubemaps.

    ... probably textures because I think those are unofficial swamp rocks
     
  13. Silverus

    Silverus L3: Member

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  14. waxpax

    waxpax L5: Dapper Member

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    http://www.mediafire.com/?sy50g5ca449r16h We pugged your map the other day. It's probably too big for 6s and some of the roofs of the buildings are really powerful in the amount of height they give you.
     
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  15. Silverus

    Silverus L3: Member

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    A3 out now!
    Changes:
    -Made the map much smaller
    -Point B is an L-shape
    -Changed all the connectors
    Download!
     
  16. Silverus

    Silverus L3: Member

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  17. Sergis

    aa Sergis L666: ])oo]v[

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    map is overscaled. try to make sure your CP areas arent bigger than 2000 units in any dimension, preferably keep them in 1536x1536 area with slight overreaching in one direction still being okay.
     
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