CP Chateau x5

Single stage 2cp A/D

  1. JeanPaul

    JeanPaul L5: Dapper 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 L5: Dapper 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 L5: Dapper 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 L5: Dapper 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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  6. JeanPaul

    JeanPaul L5: Dapper Member

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    This version should fix the flow issue just after A capture, snipers having a bad time at B and the large number of surprise flanks at B. Blu also seemed to have too much advantage at B so instead of nerfing blues entrances into the area I buffed reds defense points.

    A
    -converted the first little hallway house thing near blu spawn to a larger single room building with small balcony exits for a slightly better holding spot
    -lowered the walkable space inside the suspended building behind the point so it matches the one in front of the point
    -extended the suspended building behind the point to be a little further away from the cliff face

    B
    -removed outer deck flank entrance into main hallway
    -opened up the main point area via removing those large wooden vertical beams on the windows, raising the bottom of the chandelier a bit, and adding another sniper window that views main entrance
    -added a red side plank entrance to chandelier
    -opened the room immediately to the right of the point (as red facing B) to have more advantages for red
    -added a sniper perch/very tall drop down to the point just outside red spawn to match blus tall entrance opposite. It rained blu onto the point before now it should rain red as well :p
    -unified the size and shape of the rooms surrounding the main point area
    -added a little bit of geometry to walk on and provide cover inside the two top surrounding rooms around B
    -removed back staircase (under red spawn)
    -blocked the floor windows under blus entrance into the area so its a little less confusing

    Pics of new stuff



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