- Apr 27, 2008
- 543
- 70
info
cp_casablanca is a Gravelpit like map, taking place in an south mediterranean style city. Blu have discovered that Red have using the place as a intelligence spot or worse. They must take other all the buildings used by their archfoes.
Casablanca is significantly larger than its older revision. In the current one, Red have too succesive spawns and engineers far more solid options.
Update
Update to revision V2_A4a
* Last capture point redone from scratch
* Red have to spawns : one active while A and B are not capped, one active for point C defence
* Laser arrays protect the last zone from blu incursions while A and B are still held
* Some passages reopened, some closed to improve optimization
* New area textured and lit but not detailed.
* Fixes on the skybox
Work
After some midly welcomed update, I've reworked the second half of the map. This revision seems balanced as far as the two first capture point go, but I lack feedback about how the last CP plays. Red have two successive spawn, a setup somewhat experimental in gravelpit like maps, but players told me it would have been to difficult overwhise, since the map grew significantly larger from its early stage.
cp_casablanca is a Gravelpit like map, taking place in an south mediterranean style city. Blu have discovered that Red have using the place as a intelligence spot or worse. They must take other all the buildings used by their archfoes.
Casablanca is significantly larger than its older revision. In the current one, Red have too succesive spawns and engineers far more solid options.
Update
Update to revision V2_A4a
* Last capture point redone from scratch
* Red have to spawns : one active while A and B are not capped, one active for point C defence
* Laser arrays protect the last zone from blu incursions while A and B are still held
* Some passages reopened, some closed to improve optimization
* New area textured and lit but not detailed.
* Fixes on the skybox
Work
After some midly welcomed update, I've reworked the second half of the map. This revision seems balanced as far as the two first capture point go, but I lack feedback about how the last CP plays. Red have two successive spawn, a setup somewhat experimental in gravelpit like maps, but players told me it would have been to difficult overwhise, since the map grew significantly larger from its early stage.
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