CP Brookback A6

An alpine 2cp a/d map with lots of height variation

  1. Carange

    Carange L1: Registered

    Messages:
    46
    Positive Ratings:
    10
    Brookback - An alpine 2cp a/d map with lots of height variation

    Just a basic 2cp map, gorge-themed and mossrock-inspired.
     
  2. Carange

    Carange L1: Registered

    Messages:
    46
    Positive Ratings:
    10
    Changes:
    • Entire first half has been remade with reduce height and open-ness.
    • Vents on second have been replaced with a corridor
    • Lowered the watchtower on second.
    • Removed a spawn exit on second (the whole spawn may be reworked next update depending on tests)
    • Reduced spawn times.
    • Red's teamspawns now face in the optimal direction.

    Read the rest of this update entry...
     
  3. basilhs333

    basilhs333 L10: Glamorous Member

    Messages:
    710
    Positive Ratings:
    228
    looks pretty cool , i am looking forward to testing this one
     
    • Thanks Thanks x 1
  4. pk.pseudo

    pk.pseudo L1: Registered

    Messages:
    18
    Positive Ratings:
    5
    The geometry of this map looks stellar! Cant wait to test it sometime!
     
    • Thanks Thanks x 1
  5. Carange

    Carange L1: Registered

    Messages:
    46
    Positive Ratings:
    10
    Changes:
    • At first I've cut off red access to blue's deck and blue access to red deck to stop red being overrun from all angles and to keep a frontline.
    • Broken up the space in the curved area before B.
    • Removed the lower parts before A by Blu spawn.
    • Replaced the watchtower at B with a bridge/balcony to allow better Red access to the pre-B area.
    • Coloured blu bridge with blue textures to make it obvious where people attack from.
    • Added more signage.
    • Removed most/all crate jumps and replaced them with stairs.

    Read the rest of this update entry...
     
  6. Carange

    Carange L1: Registered

    Messages:
    46
    Positive Ratings:
    10
    Changes
    • Adjusted RED & BLU spawn times to prevent steamrolls
    • Simplified (?) RED spawn
    • Added a couple more pickups (mainly health)
    • Some touch-ups on messy brushwork
    Chances are, next update I'ma sort out the curved transition area but I'll do a playtest with larger player counts first.

    Read the rest of this update entry...
     
  7. Carange

    Carange L1: Registered

    Messages:
    46
    Positive Ratings:
    10
    Changes
    • Re-did all of B and the previous area: I wasnt happy with the old one.
    • The area outside Blue spawn now has a bit of height variation.
    • The only bit that has stayed from A1 is that bridge bit at B I guess I have to keep that bit forever.

    Read the rest of this update entry...
     
  8. Carange

    Carange L1: Registered

    Messages:
    46
    Positive Ratings:
    10
    Changes
    • Re-did A5 (again)
    • Newer last point has had some thought put to it this time
    • Some cover round 1st + new stair case to slow attacker a little
    • Widened the area at the exit to the flank at 1st so defenders can see gamers approach
    • Nodraw'd most the non-visible brushwork
    • Perhaps respawn times will be tweaked next

    Read the rest of this update entry...