CP Cornfield a10

Come down today, and try some corn, or we will sacrifice your new born

  1. Zyclon_

    Zyclon_ L2: Junior Member

    Messages:
    72
    Positive Ratings:
    6
    Cornfield - Come down today, and try some corn, or we will sacrifice your new born

    Cornfield is a map that i made within 4-ish days and decided to upload as a side project.

    Also don't mind the tag line...
     
  2. Zyclon_

    Zyclon_ L2: Junior Member

    Messages:
    72
    Positive Ratings:
    6
  3. Zyclon_

    Zyclon_ L2: Junior Member

    Messages:
    72
    Positive Ratings:
    6
    Whats New?
    • Replaced cheap water texture with a expensive one
    • Added cover in hallway to C
    • Added 3rd exit to blue first spawn
    • Added flank to B
    • Added Signs to cp's
    • Added spectator cameras
    • Minor changes
    Thanks to all the playtesters!

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

    Zyclon_ L2: Junior Member

    Messages:
    72
    Positive Ratings:
    6
    Whats New?
    • Added new route to C
    • Raised Roof on C
    • Improved C's Red area
    • Blocked sightline near truck on B
    • Blocked a small hole on A
    • Added windows and see through doors on blu's first spawn
    • Made B more defendable
      -Added platform
      -Added Cover
    • Displacement work
    Thanks to all the playtesters!

    Read the rest of this update entry...
     
  5. Zyclon_

    Zyclon_ L2: Junior Member

    Messages:
    72
    Positive Ratings:
    6
    Whats New?
    • Added 2 more resupply cabinets in blu's first spawn
    • Added new exit on blu's first spawn
    • Decreased red's respawntime when point a is capped
    Thanks to all the playtesters!

    Read the rest of this update entry...
     
  6. FloofCollie

    aa FloofCollie asshole

    Messages:
    475
    Positive Ratings:
    370
    From the playtest yesterday, it seemed like the entire area from A to Blu spawn was just a deathmatch zone with little room for Blu to move around in. The low ground flank isn't very useful for any class except Spy because defenders on the roof have pretty much perfect visibility of the entire thing. I'd recommend making more of a divide between A and Blu spawn (or making more distance between them), and maybe adding rocks or something to the ledge overlooking the low ground to hide/protect players using it.
     
    • Thanks Thanks x 1
  7. Zyclon_

    Zyclon_ L2: Junior Member

    Messages:
    72
    Positive Ratings:
    6
  8. Zyclon_

    Zyclon_ L2: Junior Member

    Messages:
    72
    Positive Ratings:
    6
    Whats New?
    • Removed shutter door on C
    • Moved red final spawn a bit further away from C
    • Added nodraw box in silos
    • clipping
    Thanks to all the playtesters!

    Read the rest of this update entry...
     
  9. Zyclon_

    Zyclon_ L2: Junior Member

    Messages:
    72
    Positive Ratings:
    6
  10. Zyclon_

    Zyclon_ L2: Junior Member

    Messages:
    72
    Positive Ratings:
    6
  11. Zyclon_

    Zyclon_ L2: Junior Member

    Messages:
    72
    Positive Ratings:
    6
    What's New?
    • Simplefied routes to C
    • Made sewer route to C not a sewer anymore
    • Blocked an odd sniper spot on B
    • Added railing in ex-sewer route
    • Moved a resupply cabinet in blu's forward spawn to be more obvious
    • Fixed func_respawnroom's in blu's first spawn
    • Areaportals!
    • Detailing

    Read the rest of this update entry...
     
  12. Zyclon_

    Zyclon_ L2: Junior Member

    Messages:
    72
    Positive Ratings:
    6
    What's New?
    • Add Fence on B
    • Covered sight lines at C
    • Made sewer's on B more spacious
    • Improved Red's pre spawn area a bit
    • Detailing
    Thanks to all the playtesters!

    Read the rest of this update entry...