CP cp_diversion B4

From plr to 3CP

  1. Grubzer

    Grubzer L4: Comfortable Member

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    cp_diversion - From plr to 3CP

    Created as plr medieval-mode map, returned as medieval-mode 3CP
     
  2. SmallBiscuit

    SmallBiscuit L7: Fancy Member

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    It looks small, but i like the style... it definitely needs some improvement, but its way better than my maps... :engienope:
     
  3. Grubzer

    Grubzer L4: Comfortable Member

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    what i can do to make it look bigger?
     
  4. SmallBiscuit

    SmallBiscuit L7: Fancy Member

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    I would recommend that you make the castes much bigger, and add more of a mini marketplace right outside each castle as a segway between the points. instead of putting last on a pedestal, make a small building, (maybe a throne room esc building) and then put the point in there. it should open the map up a small bit, and make it a bit more appealing to players. its very small, but with a few improvements, this map could be really cool!

    of course, all of this is your freedom, do what you want. its already a pretty cool map in my opinion!

    I will definitely play this version for some gameplay related advice, but currently I'm away from my computer. I will be sure to test this later tonight though!
     
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  5. Grubzer

    Grubzer L4: Comfortable Member

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    - Changed healthpacks near castle wall from medium to small
    - Spawndoor speeds increased
    - Capturing times changed: now its (F for final, C for central) F>C<F
    - Stone arches collision disabled
    - Added small barn near the C-Point
    - New flank routes straight into the castle
    - (I hope) Lighting is fixed
    - Removed weird stone wall props
    - F-Points moved


    Read the rest of this update entry...
     
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  6. basilhs333

    basilhs333 L9: Fashionable Member

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    i like the overall idea of the map but i believe you need to add more places i can hide or go
    but as i said very good :)
     
  7. Grubzer

    Grubzer L4: Comfortable Member

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    -Massive detailing work around a map
    -Fixed clipping exploit
    -Once again changed capturing times: now its 10 on mid and 5 on final]
    -Added hiding spot in castle area
    -Added more cover on final
    -Added more lighting under a bridge

    I think i'm pretty sure about loadout. So, next update will be in beta, i think.


    Read the rest of this update entry...
     
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  8. Grubzer

    Grubzer L4: Comfortable Member

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    -Added a timer on last control points (like on cp_degrootkeep). When it ends, mid restarts, and gate closes
    -Added round timer of 5 minutes. If it ends, round ends with stalemate
    -Capping mid adds 30s to round timer
    -Now lighting is not that depressing
    -Closed giant walls-gate-last sightline
    -Tweaked capturing times: mid is 5 seconds, last is 10 seconds, which means that losing team can cap mid before opponents cap last
    -Defending team now getting healed near last control point, so capping last is much harder now
    -Small changes all around a map

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

    Grubzer L4: Comfortable Member

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    Alpha 7 is here!

    -Changed gate sound to conch, to prevent earrape
    -Changed cap times
    -Added candles in lower flank
    -A bit of roof detailing
    -Fixed confusing non-solid rock


    Read the rest of this update entry...
     
  10. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    With this much detail, I think it should be beta instead of alpha. Also, I'm noticing that the bridges are not supported realistically at all. They're just kinda floating there.
     
  11. Grubzer

    Grubzer L4: Comfortable Member

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    Because i dont know how to support them. I'll do that in a next one-two updates
     
  12. Grubzer

    Grubzer L4: Comfortable Member

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  13. Grubzer

    Grubzer L4: Comfortable Member

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  14. Viperi

    aa Viperi Lord Procrastination

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    First of all, your map seems pretty cool! Now I haven't heard of other 3cp medieval maps, so I'm curious on how it plays out? Similar to degroot, but two-sided?

    Second, while retaining the symmetry, it's kinda odd to have B signs on both directions. Now it's not a serious issue, but there's basically nothing wrong about having an A C sign at BLU and RED respectively, then having B in the middle.
     
  15. Grubzer

    Grubzer L4: Comfortable Member

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    • Like Like x 1
  16. Grubzer

    Grubzer L4: Comfortable Member

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  17. ArcticZero

    ArcticZero L1: Registered

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    I'd add more detail to spawn rooms, also these barriers on middle control point look kinda bad and out of place. Other than that, it looks neat.
     
  18. Trianon

    Trianon L1: Registered

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    Great map, but there are some issues. First of all, points cap too quickly. If 2 scouts rush mid point they can cap it before others can even reach it. Last point is pretty quick too (compared to degroot). Also when our team captured mid I heard "You've lost the control point" - that needs to be fixed.
     
    Last edited: Jun 9, 2017
  19. nesman

    aa nesman oh god how did this get here

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    hey just an idea for future versions but isnt required, would you mind uploading the map (.bsp) file not put in a .zip folder. It makes our lifes soo much easier when trying to put on an imp.

    thanks
     
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  20. Grubzer

    Grubzer L4: Comfortable Member

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