cp_lilbro (name pending)

Discussion in 'Map Factory' started by lilBro', Oct 5, 2010.

  1. lilBro'

    lilBro' L1: Registered

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    I'm making a three stage Attack/Defend Control Point map.
    As for the style, I'm thinking Gravelpit.

    Not much too show now, but I have the next stages pretty much planned out on paper.
     
    Last edited: Oct 13, 2010
  2. Wilson

    aa Wilson Burial by Sleep

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    [​IMG]
    Remove these fences to give red another way to go once they leave spawn and prevent spawn camping.

    [​IMG]
    Add way up here so people using lower route are not forced to go past red defence so they can get on cp.

    [​IMG]
    Instead this begin one small doorway, why not combine those two small doorways and make it big one.

    Also, put this on next eu gameday here.
     
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    Last edited: Oct 7, 2010
  3. lilBro'

    lilBro' L1: Registered

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    Thank you for the input.

    The doorway and the fences have been changed, it seems to make more sense this way, I'm just hoping that now Red can't reach the point too quickly.

    As for the the route back up and to the first cap, I'm not sure about that yet. If Blu has too much of a hard time to get the easiest point, then I'll add it, but right now you can still get back up by jumping on the rocks to the side.

    Much appreciated, and thanks for the gameday reminder.
     
  4. Wilson

    aa Wilson Burial by Sleep

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    The second point is really cramped and encourages spam. You need redo the last point and make it larger, add more space around point and so on.

    Also, first cp was really easy to defend, and here is solution how to make it play better.

    [​IMG]
     
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  5. lilBro'

    lilBro' L1: Registered

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    Alpha 3 is out!
    Also added a changelog.

    Thank you Wankhouse for leaving advise on this thread, and to anyone who was on the playtest.
     
  6. Wilson

    aa Wilson Burial by Sleep

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    [​IMG]
    [​IMG]
    Sightline.

    There is no need for shack to return to block this sightline, just have some tall rock front of tunnel exit (Not too close tough) to block it without bringing that awful shack back and not effecting gameflow.
     
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