CP Camp A10B

Fast paced, mirrored, 3 control point map set in the summer.

  1. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    CP Camp - Mirrored, 3 control point map set in the summer.

    A mirrored 3 control point map, much like Powerhouse. I am going for a summer afternoon type feel to it. It is meant to be played for fun on pubs. Any sort of feedback is appreciated.


     
  2. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    I completely changed the design (I started from scratch) following what people said in the feedback. The last control point is over water, like people suggested, and I did nobuild the water. Not much else to say, its a totally different map, I like it much more, and I hope you do to.

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

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    The layout had a bunch of changes, here are the major ones:
    -Added building between mid and last
    -Changed the flank route from mid to that building
    -Removed water from last
    -Last has more sentry spots, flanks, and cover
    -More ways to get out of spawn/spawns moved around
    -Added more battlements and tweaked flanks near mid
    (see screen shots on the overview page)

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

    aa Moonrat The end of an era

    Messages:
    897
    Positive Ratings:
    530
    Here is my suggestions for A7 of Camp

    It's color coded with 3 different colors

    Red mean remove it

    Orange means add it

    Blue means move it

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    Hopefully you can decide what should happen to this map to improve it. Though I hope my suggestions help as well.
     
    • Thanks Thanks x 1
  5. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
  6. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    -Changed layout of last, and the flanks for last
    -Completely overhauled mid
    -Make control points cap faster
    -General layout adjustments
    (see screenshots on overview)

    Special thanks to @Moonrat with providing me detailled help and feedback

    Read the rest of this update entry...
     
    • Like Like x 1
  7. Corvatile

    aa Corvatile eyes open at all times

    Messages:
    354
    Positive Ratings:
    937
    Nice to see that you were willing to make drastic changes on the layout. The newest version is definitely an improvement and I love how good the routes to mid are for rollouts. Mid is definitely the weakest part of the map right now, and I know you just remade it from scratch but it still feels awkward. The overuse of fence props looks really strange and prevents any kind of clever ambush or flank because you can see the enemy coming every time.
     
    • Thanks Thanks x 1
  8. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    @Corvatile I've gotten a lot of feedback about the fences. That is definitely a top priority to remove. Sad, as I liked the aesthetic of them, however I will be removing them for gameplay and optimization purposes.
     
  9. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    Bringing this map back from a long rest!
    -Changed lighting and skybox (subject for adjustment)
    -Added more room to mid
    -Removed most of the fences near mid (also caused better optimization)
    -Added more health near mid
    -Made the mid bridge and cap zone slightly wider
    -Added small buildings/platforms near the bridge to help with sightline breaking but also gameplay variation
    -Overhauled the flank from mid to the building between mid and last
    -Said flank splits into two, adding another way of getting into the building between mid and last
    (Check overview tab for screenshots)

    Read the rest of this update entry...
     
    • Like Like x 1
  10. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    -Further changed mid to be less "boring" as requested by testers
    -Mid now has a shack over the point
    -Added a small bridge behind the shack to act as for a flank around the mid point with cover
    -Boats in mid have been changed with a platform as the collision model was awkward
    -Buildings near mid have been made slightly larger to block some sight lines a small bit
    -Terrain around the main entrance of mid has been made smoother to made the hill less steep
    -Added more team colors to walls to help stop confusion
    -An orange dev texture now represents the cap zone for mid
    See screenshots on overview tab

    Read the rest of this update entry...
     
  11. Gabe Noodle from Volvo

    Gabe Noodle from Volvo L3: Member

    Messages:
    142
    Positive Ratings:
    32
    Mid is great, the lasts points need work though. And the crawlspace at mid under the hut needs to change as well.
     
    • Thanks Thanks x 1
  12. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    -Made capzone for mid cover the whole building
    -Removed some extra "cubby" space in the mid building
    -Fixed engineers being able to building on the roof of the mid building
    -Removed medium health pack on the platform next to mid, in replace for a small health on each team's side
    -Added some cover under mid, to make going under the point through the water more strategically viable
    -Fixed being able to get out of the map, also improved clipping near that area
    -Smoothed out displacements just a bit in all areas
    -Last now has more ways to get in to make the building less of a choke
    -Added a slight forward spawn to the team that owns the middle point, this will help with pacing the game and making players defend last more
    -Forward spawn also teleports you back to the regular spawn if you are in it while the opposing team captures mid
    See overview tab for screenshots

    Read the rest of this update entry...
     
  13. Moonrat

    aa Moonrat The end of an era

    Messages:
    897
    Positive Ratings:
    530
    "faced paced map"

    Though it's looking good like it should
     
  14. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    Thanks, and thanks!
     
  15. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    -Lowered height of roof and buildings on and near mid
    -Moved forward spawns closer to mid
    -Made water texture not tile as much (scale is now .5 instead of .25)
    -Adjusted ways into last
    -Adjusted some walls inside the building between mid and last
    -Adjusted certain health pack locations just a bit
    See screenshots in overview

    Read the rest of this update entry...
     
  16. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    -Added a round timer
    -Adjusted cover and stuff around mid
    -Adjusted respawn times
    -Adjusted stuff with flanks and the building between mid and last
    -Cap time for last is one second longer
    -Adjusted pickups near last
    -There's probably other stuff but its not worth mentioning cause no one really cares anymore
    See screenshots in overview

    Read the rest of this update entry...
     
  17. Aeix

    Aeix L3: Member

    Messages:
    148
    Positive Ratings:
    42
    We imped on this map today, and one of the main issues I had with the map was mid.
    I felt that flanking classes around mid really didn't have much choice (I don't normally say this, but I really struggled with Spy, particularly around mid, and I felt I would have had to rely on trickstabs a lot more than usual had I continued as spy).
    Last is fun, but the connecting routes between last and mid feel really maze like and convoluted *edit: that's probably just me though.
    I think it has potential though, and I'm interested as to what you do with it :)
     
    • Thanks Thanks x 1
  18. Muddy

    Server Staff Muddy Muddy

    Messages:
    2,387
    Positive Ratings:
    4,220
    Also, re mid: it seems rather unfriendly to short-range classes such as Heavies and Pyros cos of how open it is, and how lacking it is in cover and tight spaces. Last may also be a tad hard to defend, but that might've just been cos of dumb teams
     
    • Thanks Thanks x 1
  19. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
  20. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,698
    -Completely overhauled the transition from mid to last
    -Change last to make it work more with the new transition
    -Changed the way you get into mid
    -Removed forward spawn, but may be added again if it works
    See screenshots in the overview tab

    Read the rest of this update entry...