CP Chateau x4

Single stage 2cp A/D

  1. JeanPaul

    JeanPaul L4: Comfortable Member

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    cp_chateau - Single stage 2cp A/D

    Chateau!

    Set on a cliff blu must capture the estate before time runs out!

    Gameplay wise I had a few things I wanted to accomplish/try out with this map. First obviously being a solid layout and second being playing with player visibility via windows. The entire map features large windows with only one direction being see through. The windows at A give a slight advantage to red and the windows around B mostly give the advantage to blu.

    Cap times and time given on cap will probably be a little high in the first few versions and will be lowered as needed. I figured its better to have longer battles than shorter ones for the first few play-tests :p

    Start timer - 6 minutes
    A - 28 seconds to cap - 9 minutes given on cap
    B - 10 seconds to cap

    Im also aware there have been 1-2 other maps named chateau or something similar so I will use x for my version names (cp_chateau_x1)

    Screens:



    Very excited to test this!
     
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  2. n8five484

    n8five484 L5: Dapper Member

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    Very much a JeanPaul map.
     
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  3. JeanPaul

    JeanPaul L4: Comfortable Member

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    Chateau alpha 2!

    The changes and additions ive made to both A and B should remove a vast majority of the scale issues seen in the previous version. A now has some close range roof covered indoor spots for either red or blu to hold and a large displacement rock to block the main sightline while standing on the point. The combat ranges should also feel a lot better as well as heavies having more fun overall. There are a few spots in the map where I used 256 unit heights that might be better suited to a 160 or 192 height however I wanted to get the much larger issues out of the way first before considering those changes.

    When building B's first draft I sort of predicted comments and feelings of it being overscaled however it felt a little worse than I expected during the test. So instead of going for attempts at fixing it while keeping the area as open as possible I just went for the wild idea I came up while building alpha 1 - I added a massive chandelier.

    The main hall to B got a rework to make it so highest pathing point in the area is also the wall that divides the hall in half so combat ranges improve and snipers cannot dominate from a mile away. Combine this with the removal of the large grass flank that wrapped the entire point and B should be pretty intense this version :)

    A
    -added close range covered indoor spots in front of and behind the point
    -blocked the main sniper sightline right down the middle of the combat space
    -created another entrance to the A capture area for blu via a covered building

    B
    -added large chandelier and chandelier interior space
    -removed one of the main sniper windows
    -reworked main hall entrance to have better combat ranges. I have further simple ideas to help this area if these changes arent enough
    -removed entire lower grass flank
    -added more wooden plank pathing options to the deathpit area of the
    main hall
    -added ramps to little suspended platforms in the hall blu takes just before main
    -lowered the blu height advantage entrance into the point area so it doesnt give you fall damage

    Screens of new stuff:



    Cant wait to test this beast!

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  4. JeanPaul

    JeanPaul L4: Comfortable Member

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    Most of this update is centered around A to B connector as it felt a little swiss cheese-y in the previous version so I redesigned the first half of it. I also changed red's B spawn's secondary exit to be further away from main spawn and on a suspended ledge. If it needs further help to stop potential spawn camping I have a few more ideas I can try.

    A
    -raised fence next to suspended house's deck so if a blue player jumps to the roof it requires a second jump to reach the red entrance to the house
    -lengthened blu forward spawn extending platform
    -clipped ladders in first area
    -added small balcony to open window on back side of A building

    B
    -redesigned entire main hall entrance area so it is a large centralized path connected to back of A's courtyard rather than 2 smaller entrances
    -condensed the path of least resistance blu takes out of their forward spawn (wide path off new hall main entrance) to be a single floor room with access to red's window enclosed height advantage via a small courtyard flank
    -added left side (as blu facing B) flank to main hall entrance with height advantage
    -added second suspended arm thing on the back of A courtyard turret to block sniper sightlines from new left side flank into main hall
    -added (once inside main hall starting area) left side separated path to give blu options
    -removed blu side main hall death pit plank area entrance and cut the plank area short so its contained within just the last three window panels oh main hall
    -shifted the height advantage entrance into B in main hall to be further away from blu and made of windows to provide a better view of B's main entrance for better orientation (hopefully) while still providing the same sightline blocking.

    Pics of new stuff:



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  5. JeanPaul

    JeanPaul L4: Comfortable Member

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    I went ahead and did the first texture pass on the whole map because why not. It should help explain the architecture a little better in addition to helping with players orientation in a few spots. The lighting is still just temp placeholder dev stuff though. I am also still open to any potential pathing reroutes or layout additions if needed. I just wanted to test it a few more times and I figured why not have the general texture concept in during those tests. (back of A area might need some changes but im not sure what yet).

    A
    -Time given on cap down from 9 to 8 minutes
    -Opened up the hallways in the suspended buildings a little bit
    -Set all white brick suspended building windows to two way glass
    -Added some red cover and height on left side (as red facing blu first spawn) of the first area
    -Removed one of the suspended arms off the back of A white brick building

    B
    -Time to cap down from 10 to 9 seconds
    -Simplified outdoor plank area attached to main hall
    -Plank area healthpack down from full to medium
    -Simplified area just outside red spawn to be a lot less confusing
    -Widened secondary spawn exit suspended path area
    -Added second resupply cabinet to red spawn

    Pictures of shiny newness



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