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CP Chiselled a11

5cp where both teams fight to obtain the other team's Saxton

  1. Asd417

    aa Asd417 e

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    Chiselled - 5cp where both teams fight to obtain the other team's Saxton

    Saxton Hale ordered a statue of himself to both teams.

    A 5cp map for competitive scene. Features unique point designs.
     
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  2. Asd417

    aa Asd417 e

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    Based on the feedbacks @lucrative provided, this map has gone through several changes

    -Demos can no longer stickyjump from last to mid
    -Removed gates under the mid lobby
    -Reworked the sidearea of the mid
    -Second point has a small highground for attackers when pushing into the point house

    -Last point is now scaled up
    -Fixed a lot of areas where splash damages are negated

    -Added Callout

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  3. Asd417

    aa Asd417 e

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    Increased ammo size in house to medium
    Reduced the size of the cave
    Increased the health in Yard to medium(area between second point and last)
    Increased the ammo in Yard to medium(area between second point and last)
    Fixed several clipping issues
    Added areaportal

    Read the rest of this update entry...
     
  4. Asd417

    aa Asd417 e

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  5. Asd417

    aa Asd417 e

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    • Like Like x 1
  6. EngineerWhoWee!

    EngineerWhoWee! L2: Junior Member

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    is this a 3 stage? Also I really like it, I'll give it a download...
     
  7. squeezit

    squeezit L2: Junior Member

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    It says 5cp in the description and in the op.
     
  8. Asd417

    aa Asd417 e

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    Soldiers will now take less damage when rolling out from second to mid.
    Rollout is now more stable and soldiers will not get caught in random geometry.
    Added dropdown that connects the Z room with Cave. This should allow easier counter against enemy snipers in Cave.
    Added signs.
    Added nobuild on roofs.
    Clipped more areas that may cause edgebug.

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  9. EngineerWhoWee!

    EngineerWhoWee! L2: Junior Member

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    14
    Oh rip, didn't see that lol. Oh well, I still like it...
     
  10. Asd417

    aa Asd417 e

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  11. Asd417

    aa Asd417 e

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  12. Asd417

    aa Asd417 e

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  13. Asd417

    aa Asd417 e

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  14. Asd417

    aa Asd417 e

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  15. Asd417

    aa Asd417 e

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    Added ramps on second floor of the house for easier access to the windows.
    Added wall on the upper right of the last-second lobby.
    Added Lamp there as well
    Added a ramp near lower at last point for attackers.

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  16. Asd417

    aa Asd417 e

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  17. Asd417

    aa Asd417 e

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    Removed ramp from scaffold
    Moved the staircase connecting from lobby between second and last
    Moved the control point and the surrounding geometry of second points
    Moved last spawn for both teams away from the last control point
    removed part of roof near last spawn point
    Reduced the height of the last control point
    Removed small hole behind the cover at last point

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  18. sumo

    sumo L1: Registered

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    Positive Ratings:
    7
    Saxton Hale's general geometry doesn't seem competitive-friendly to me, especially in the center of a control point. I'm finding him awkward to move around, and there are little gaps around his legs that I can shoot through.

    I'm all for unorthodox trigger_areas but having this big piece of cover in the center of the point makes backcapping quite a bit easier as well. Defenders pushing out of Last can't shoot at a backcapper that's hiding behind cover while STILL capping.

    You could move Saxton out of the capzone and re-chisel Second into a more unorthodox cp, so that Last is given its finale-ness through its plainness in comparison to other points.

    Aside from these complaints, I enjoyed the flow of the map around Mid and the dedication to the Chiselled theme, with the jagged highground and the outlandish cliffs. Looking forward to playing this in an Imp.

    NOTE : i rebooted the map only to find that the Saxton Hale model was missing, with his clipping still intact, not sure what caused this