Carthage

CP Carthage Beta 1

Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
Assault - Get your warface on.

At 0330, a covert assault unit of BLU soldiers infiltrate a village residing along Fisher's Shore, known for its prized canned fish and other seaside goods.

Intel has revealed that hidden in this village, is an ammunition factory controlled by RED to support their war efforts. It is due to this that BLU sends its men to "liberate" the village from their evil RED captors.

This is an Attack/Defend CP map with 3 control points, being made for the Frontline! community project. The map name is currently a devname since I can't think of any good names for it yet. There's still work to be done (artpassing RED's base area, finishing up some of the buildings around the level and making lighting better) but I decided to put this up here to gather feedback on the layout of the level on a broader audience.
 

Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
- Renamed the map to Carthage
- Fixed the spawn doors on BLU's second spawn clipping into the bunker
- Fixed RED's spawn doors clipping into the doorframes
- Fixed a couple of gaps in level geometry giving players a direct sightline into the skybox
- Changed the textures for the counter in BLU's first spawn
- Changed the ammo pack in the building facing A from medium to max
- Added buildings to a few areas to block off visibility into the 3d skybox area
- Added an ammo and health pack to the platform at A's left side
- Added overlays for the packs in most places
- Added 3D Skybox
- Added a .nav file
- Detailed Capture Point A and C area
- Remodeled the pathway leading to Capture Point B
- Raised skybox so explosive jumpers stop hitting the sky all the time

Read the rest of this update entry...
 

Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
Beta 1

- Detailed Capture Point C area a bit more
- Changed the capture times from 12 on all to 14,12,10
- Changed map scoring to give a point for each captured control point
- Changed lighting in some of the buildings to prevent classes blending into the background
- Added an ammo pack in the storage room at C
- Added additional spectator points to the control points
- Added HDR lighting

Read the rest of this update entry...