CP cp_goodstore a3

Single stage 2cp A/D map with experiemental cp designs

  1. Asd417

    aa Asd417 L1: Registered

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    cp_goodstore (currently named as sittingrock) - Single stage 2cp A/D map with experiemental cp designs


    This is the main route from blu spawn to cp 1


    This is the cp 1. It is a diagonally placed control point, providing height variations within the cp.


    This is the cp 2 area.


    This is cp 2 which moves forward when blu players are on the cp.

    The point is designed to be easily defendable with 2 solid sentry spots. However, this moving cp will reward blu for attempting to push either with uber or other methods. As the cp moves forward, it creates a good cover for red too by revealing the space behind the wall. I hope this does not throw off balance.
     
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  2. EksCelle

    EksCelle L1: Registered

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    why is your capture point askew
     
  3. Asd417

    aa Asd417 L1: Registered

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    For experimental purpose. It does not seem to hurt the game so I thought why not
     
  4. nitewalker

    nitewalker L2: Junior Member

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    honestly i think both of those point ideas could be extremely cool, i'm not sure about the actual implementation of them but im sure that will be revealed in testing
     
  5. Asd417

    aa Asd417 L1: Registered

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  6. Asd417

    aa Asd417 L1: Registered

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    I will change the download icon later but for now, that will do
     
  7. Asd417

    aa Asd417 L1: Registered

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    Added some lights to dark areas
    Fixed missing detail sprites
    Clipped the second conveyor belt
    Added water in the gorge

    Now the map has missing cubemap. This might or might not affect the water. I cant really find any reasons to add them especially when the process takes quite a bit of time. I will add them for b1

    Read the rest of this update entry...
     
  8. Asd417

    aa Asd417 L1: Registered

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    Updated majority of gameplay.
    +added 'arena' area between blue spawn and capture point A
    +added 'transition' area between capture point A and capture point B
    +fized a sniper sightline that covered one of the spawn gates of red.
    +changed a highground advantage for blue at point A
    +cleaned up brushwork around point B.

    Read the rest of this update entry...