Corestation

CP Corestation A6

ToxicRave

L1: Registered
Nov 28, 2014
48
70
Corestation - 5cp space map

A long while back, I've posted about this map in the screenshot thread but never really bother making a thread for it. Well not until now that is and I also went about updating it as well. One of the major differences between this version and the last one I posted is that the map is now a 5cp rather then 3cp.
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
Wasn't expecting much of anything but color me very impressed. I hope to play this on a server soon!
 

ToxicRave

L1: Registered
Nov 28, 2014
48
70
- Decreased the amount of doors within the map.
- Adding arrows within the level to guide the player.
- Made the entrances to the basement near the 2nd point more noticeable.
- The 2nd point and the hallways around it had been reworked.
- Spawn and cap times had been adjusted.
- Added an entrance between mid battlements and the tiny hallway that leads into the point.
- And lastly a bunch of minor/cosmetic changes.

Overall the major difference between this version and the previous one is that I tried to make the layout within the buildings a tad bit more clearer.

Read the rest of this update entry...
 

ToxicRave

L1: Registered
Nov 28, 2014
48
70
- Completely redid last and the area leading into last
- The second control point area now takes place outside
- Made the side route to mid much more simplistic
- Relocated the forward spawns so that they are closer to their respective control points
- Heath/ammo adjustments throughout the map
- Spawn times had been reworked

Read the rest of this update entry...
 

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
Oh man. I'm not a big ass of the "space" maps *coughasteroidCOUGH*,but this one looks really fun.

I can't wait to test it on a server either. o3o
 

Egan

aa
Feb 14, 2010
1,378
1,724
Hey quick video feedback:
View: https://youtu.be/vHA_tWQB4Bo


It's kinda hard to tell gameplay design with a pub server on a 5cp map for only two rounds and at high ping, but it seemed like generally in most spaces I was getting a bit lost telling where the next direction to the next point was, somewhat outlined in the video from 2nd to mid. But even like exiting last, going to 2nd, it didn't feel like I was shown where 2nd was easily enough, like it was off in the corner, but I only knew that because I looked around blindly looking for it.

Otherwise the gameplay itself, especially playing as a scout around mid, felt original and fun!

Also, mentioned in feedback but I'll repeat, having two zones near 2nd that both have hazard strip tape (the capture point itself, a nearby door trigger) is kinda confusing.
 

ToxicRave

L1: Registered
Nov 28, 2014
48
70
- Got rid of the rotating door at mid (gonna be added back in another verison)
- Made the cap size for 2nd point smaller
- Moved the last point back a little
- Added a small room between B and the last point
- There are two small door ways leading into B instead of one
- Reworked the signs thoughout the map
- Added windows between mid and the inside section around mid
- Health/ammo adjsutments
- Temporary skybox now has space objects in it
- and a bunch of minor stuff I forgot about

Read the rest of this update entry...
 

GooGuGajoob

L12: Pro-crastinator
Mar 28, 2014
175
101
Looks amazing! I totally forgot there was a moon/space theme added to TF2...

I love that radar themed cap. Brings back memories of that Radar-dish Hydro CP.