cp_bruhstbowl

cp_bruhstbowl _b6

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
535
399
cp_bruhstbowl - bruh moment (not an actual dustbowl modification)

Another one of my failed experiments.
A 2-stage A/D map. Currently only one stage has been made.

I intentionally made the first point way too close to BLU spawn.
Why? Well, a while ago I saw someone who did this in their first map.
I dunno how much of the decision was made by their inexperience, but I can tell you that some amount was made out of a genuine love for Dustbowl-like gameplay.

Somewhere in me, I have that same love for Dustbowl-like gameplay. So I tried to draw it out for this map.
 

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
535
399
-Fixed an issue where the trigger to teleport RED out of their first spawn had its name incorrectly entered as its parentname

Balance adjustments:
-Reduced the starting round time from 5 minutes and 30 seconds to 4 minutes
-Increased A's captime from 19 seconds to 24 seconds
-BLU now starts with a respawn wave time of 6 seconds instead of 3

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Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
535
399

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
535
399
-A yard has been added between RED's first spawn and B to give more clear distinction between the forward and backward hold on B

-All pickups now (hopefully) have patches under them

-RED's second spawn now has rockets on top of it

-Some nasty exploitable spots have been clipped off

-The jump onto the shack at A has been made easier and more obvious thanks to the addition of two crates

-2004 is now present in the map

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Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
535
399
-Moved B slightly closer to BLU

-RED's second spawn is now slightly more convenient to use

-B's capzone now disables for 10 seconds after A is captured

-There is now another man

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Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
535
399
-The cover on B has been reversed to let BLU survive more easily on the point so they can actually capture it
-B's captime has been reduced from 9 seconds to 7 seconds

-A's captime has been increased from 8 seconds to 20 seconds

-A staircase now exists in BLU's B lobby to facilitate faster rotates

-The man spotted by @r0nii has made a tactical disappearance from the map
-Another man, more well-hidden, has replaced him

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Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
535
399
-A's captime has increased from 20 seconds to 34 to guarantee RED has a second chance to defend even if they get uber-pushed

-BLU now takes over RED's forward spawn after they cap A to ensure that no more fights happen in the B lobby

-shifted cover and pickups around on B very slightly

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Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
535
399

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
535
399
-Reduced A's captime from 34 seconds to 27

-Removed a small health kit and ammo pack and added some cover to a spot on B to make teleporters and dispensers more viable there

-Added a shadow_control so dynamic shadows can now be cast by gameplay-related objects (players, buildings, health kits, ammo packs, etc...)

-Added spectator cameras

-We do a little clipping

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Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
535
399
-BLU no longer takes over RED spawn on capping A

-B has been moved closer to BLU spawn

-B has been placed within a little warehouse building

-Attempted to beautify the map by changing the skybox, environment lighting and several textures

-More than doubled the filesize by improving the definition of the pre-baked shadows (it was worth it guys I swear)

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Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
535
399
-RED's second spawn is now slightly closer to B

-B's captime has increased from 7 seconds to 9 seconds

-B is no longer unable to be captured for 10 seconds after A is captured

-Setup time has increased from 60 seconds to 75 seconds, hopefully enabling RED engineers to try unusual strategies on A and break up the repetition

-The full ammo pack in the shack has also been downgraded to a medium to hopefully facilitate more varied and less overpowered engineer gameplay

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Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
535
399
Tiftid updated cp_bruhstbowl with a new update entry:

A5 - TWO stages!!??

-The map's filesize has doubled (again) due to the introduction of a new stage
-The former first stage is now the second stage
-Minor attempts to improve lighting quality have taken place
-The two men I placed at the top of B in A4 and forget to mention have received animation fixes
-The new first stage now contains another man
-The NFT signs are now gone

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Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
535
399

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
535
399
Tiftid updated cp_bruhstbowl with a new update entry:

A6B - Instead of typing "_a6b" I typed "_a6a", and even managed to mistype it as "_aya"

-1A has relocated, making it easier for BLU to reach and slightly harder for RED to reach

-RED now instantly respawns when 1A is capped, and also 10 seconds after
-Larger changes to 1B coming soon, I just need to make sure I know why it's not getting defended

-The lighting in certain parts of Stage 1 has been adjusted to slightly beautify those locations
-This has also increased the filesize by another megabyte

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Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
535
399
Tiftid updated cp_bruhstbowl with a new update entry:

A6C - This took me way too long

-There's now a new lobby between 1-A and 1-B, which should hopefully prevent BLU from taking 1-B without a fight
-RED can now use a shortcut to get to 1-A more quickly, because otherwise the lobby would have extended their walk times to ridiculous levels and made 1-A impossible to defend
-This shortcut closes after 1-A is capped and something cool happens if you're inside it when it does :DD

-The grate in the 1-A building, as well as a few other places, has received a lighting upgrade...

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Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
535
399
Tiftid updated cp_bruhstbowl with a new update entry:

A6D - ''this is like aliens tried to learn how to make an A/D map''

-I guess I'm an alien now

-1-A has moved under the lower walkable roof, which should force RED to rotate in order to defend it
-The positions and sizes of health and ammo around 1-A have shifted

-RED now instantly respawns when 1-A is capped (this is how it was always meant to be, but the instant respawn was accidentally set to target BLU instead of RED)

-The captime of 1-A is now 9 seconds (was 12)
-The captime of 1-B is now 9 seconds (was 6)
-The captime of 2-B is now 13 seconds (was 9)...

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