cp_floodgate

CP cp_floodgate a4

ZungryWare

L3: Member
May 24, 2018
127
111
Zungry (DarkVirus135) updated cp_floodgate with a new update entry:

Version a2

Scaled down point B
Removed leftmost flank on point B, as it was causing players to ignore the main route
Moved lower flank entrance to inside of main route
Redesigned the point B main route
Reduced blue respawn time on point B
Moved back red spawn
Redesigned inside of center building on A to give attackers more flanks and remove sightlines
Blocked off some sightlines at A
Redesigned right flank at point A
Capping point A triggers respawn for defenders
Fixed broken textures
Lots of minor...

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ZungryWare

L3: Member
May 24, 2018
127
111
Zungry (DarkVirus135) updated cp_floodgate with a new update entry:

Version a2

Redesigned inside of center building on A to give attackers more flanks and remove sightlines
Adjusted the geometry of point A main route to fix sightlines against it
Redesigned right flank at point A
Reduced capture time for point A
Capping point A triggers respawn for defenders

Scaled down point B
Removed leftmost flank on point B, as it was causing players to ignore the main route
Moved lower flank entrance to inside of main route
Redesigned the point B main route
Reduced blue respawn...

Read the rest of this update entry...
 

ZungryWare

L3: Member
May 24, 2018
127
111
Zungry (DarkVirus135) updated cp_floodgate with a new update entry:

Version a3

Fixed some sightlines
Rescaled some rooms
Adjusted cap times and respawn wave times
Changed right flank at A to connect dugout to mega health
Removed dugout connection to point B lower flank as it was causing red players to end up behind blue too often.
Changed upper flank on B to limit its influence on the main choke
Added some steps to allow non-scout classes to get on top of some crate props
Updated crane toy controls and added physics props

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Huwthemedicmain

L6: Sharp Member
Oct 15, 2018
255
137
Hey, I played this map the other day, I really enjoyed it! I have some feedback too if its okay

- The angles going into A seemed kind of extreme, maybe
- I enjoyed the full health and ammo placed near the cliffside,
- As a blu spy it was impossible to sap some red teleporters at their spawn as the spawn visualiser was in a later doorway than where engineers could build. (Basically engineers could set up buildings right outside one of their spawn exits and blu team couldn't get there)
- A lot of the ceilings seemed quite low, maybe make them a bit bigger.