CP Canaveral A9

A 3CP map around the waters of Cape Canaveral

  1. Custard1

    Custard1 L1: Registered

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    Cp Canaveral - A 3CP map around the waters of Cape Canaveral

    A 3cp map set around a launch barge on Cape Canaveral. Both Red and Blu want the honors of launching the first rocket to the moon, but need to hit the switch in the other team's base to launch
     
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  2. Custard1

    Custard1 L1: Registered

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    • Moved spawn to make travel time to the central arena shorter
    • Changed area between the exit of each team base and the point to encourage attackers to move up
      • Health kits and large ammo on the bridge
      • Less water, higher ground for main route
      • More cover
      • Less long pathways
    • Cut out high ground sewer entrance, instead links up to main
    • Changes around final arena
    • Logic fixes for CP

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  3. Custard1

    Custard1 L1: Registered

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    • Changed mirror type for better travel times
      • Completely new mid
      • Completely new transition and fronts to each base
    • Rework of secondary arenas
    • Removed caves and other rarely used flanks
    • Adjustments to respawnwaves
    • Sentries can no longer be built underwater

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  4. Itspice

    Itspice L2: Junior Member

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    looks great!
     
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  5. Custard1

    Custard1 L1: Registered

    Messages:
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  6. Custard1

    Custard1 L1: Registered

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    • Changes to mid:
      • Higher ridgeline to make mid more interesting and dynamic to fight over. Designed to create a dynamic where you either control the high ground, or cap mid
      • Less water
      • Watervents are gone, designed to be more involved in the central arena.
      • New path towards the back in the high ground.
    • Third Lane
      • Connects to bunker road and yard.
      • Designed to be a high road for attackers in mid and yard
    • Room into yard has been changed to be less parallel to bunker road. Is now the fastest route to mid from spawn.
    • Changes to Yard:
      • Has a gentle slope upwards for attackers to fight up to mix things up a little.
      • High ground vantage points for attackers to balance this out.
      • Some changes to backyard in the transition to final arena to make up for higher ascent.
    • Changes to final arena:
      • More high ground for attackers
      • Larger lower area
      • Spawndoors moved up a bit to stop camping
      • Spawnroom is a bit larger to make use of the new windows.

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    Last edited: Feb 5, 2021
  7. CafeineMan

    CafeineMan L2: Junior Member

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    Original and very promising !
     
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  8. Custard1

    Custard1 L1: Registered

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    • Added a door
      • Located along the high road to central cp
      • Closes when defenders lose the point
      • Designed to allow attackers a shortcut out of spawn, whilst funneling attacking forces into yard more and through the new main route

    • New main entrance into last


    • Some changes around the last arena in terms of cover
    • Capping mid will now add 4 minutes onto the timer, rather than 1
    • Water is far more transparent, less foggy.

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    Last edited: Feb 9, 2021
  9. Custard1

    Custard1 L1: Registered

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    7
    • Adjusted far beach route to make flanking to last harder, but not impossible
    • Changes to spawn
      • Added some cover to break sightline between point and spawn
      • Added a 3rd exit
      • Moved right door back a bit
    • First pass on rocket
    • Adjustments within final cap area

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  10. Custard1

    Custard1 L1: Registered

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    • Beach closed!
      • Beach route has been removed to narrow the width of engagement
      • Shed shortcut has also been closed off for the same reason
    • To make up for this, bunker road has been adjusted
      • Road widened
      • Roof removed
      • Combined with backyard flank to make a mini arena
    • Adjustments to ammo and health
    • Fixes to particle system
    • Some clips have been changed and removed pending feedback

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  11. Custard1

    Custard1 L1: Registered

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    • Re-opened shed
    • Nerfed a god like sightline
    • Underwater has better visibility
    • Some clipping fixes
    • Optimisation
    • Rocket has been textured
    • Changes to skybox
    • A little bit of art pass


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  12. Custard1

    Custard1 L1: Registered

    Messages:
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    Positive Ratings:
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    • New Last!
      • Shortcut door is no more
      • New high ground for attackers and defenders
      • New flank area below point
      • Point has been moved back, along with spawn
      • More options, rather than waiting for an uber to push
    • Water should be properly packed now
    • Some other minor tweaks in the background


    This is gonna be the last alpha until I make it to mid-semester break at least. So long and thanks for all the tests!

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