CP cp_mist B2a

A competitive 5 cp map with a jungle theme

  1. hutty

    aa hutty

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    Positive Ratings:
    372


    cp_mist
    - A competitive 5 cp map with a jungle theme

    Cp_mist is a 5cp map that has some unique aspects to the layout that differentiate it from the typical well or badlands 5cp designs.
     
    Last edited: Mar 18, 2018
  2. armio43

    armio43 L1: Registered

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    Really cool door coming out of last spawn. I can see a soldier bombing through there now.
     
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  3. hutty

    aa hutty

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    Thanks for looking through the map armi043, not many people do that, it means a lot.
     
  4. armio43

    armio43 L1: Registered

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    No problem! Have you looked at the sight lines yet?
     
  5. hutty

    aa hutty

    Messages:
    471
    Positive Ratings:
    372
    Changelog:
    + Fixed blue forward spawns
    + Made the glass near last 2 way
    + Improved Base->B section
    + cut off C->Base_interior sightline
    + Improved deathpit awareness effort
    * other minor fixes

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

    aa hutty

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    yeah, I fixed the one going from mid into the enemy base, there might still be others that need taking care of
     
  7. hutty

    aa hutty

    Messages:
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  8. hutty

    aa hutty

    Messages:
    471
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  9. hutty

    aa hutty

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    Changelog:
    + Removed the mid/B entry to connector
    + Added windows between B & connector
    + Reopened lower B->Base tunnel
    + Reduced size of B->Mid path
    + Cleaned up mid roofs
    + Cleaned up lobby and its entry to B
    + Added healthpack to upper connector

    I also made the dev-textures brighter and less ugly than the ones in a3

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

    aa hutty

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  11. Aron Times

    Aron Times L1: Registered

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    Played this map earlier today.

    The map is very, very heavily tilted towards 6s classes. The second point is hard to access with non-core classes, and the last point can be safely sieged by enemy Soldiers. The two mini platforms above the last point feel that they just make blast jumping classes (especially Soldier) unnecessarily stronger.

    There was a dearth of ammo pickups, making life hard as an Engie. Furthermore, the long sight lines allow Soldiers and Snipers to easily destroy sentries in the field.

    I wanted to try playing it with the Pyro's jetpack but didn't have enough time. Before I could switch loadouts, the round had ended and we moved on to the next map.
     
  12. hutty

    aa hutty

    Messages:
    471
    Positive Ratings:
    372
    Changelog:
    + Opened the Base->B connection a bunch
    + Opened window overlooking last
    + Added window to upper connector
    + Adjusted pickup locations (near Base->B)
    + Other minor fixes

    Read the rest of this update entry...
     
  13. hutty

    aa hutty

    Messages:
    471
    Positive Ratings:
    372
    Changelog:
    + Removed Deathpit
    + Put some cover over last
    + Redesigned mid entirely
    + Removed ramp to upper connector
    + Changed lower base->B route
    + Other minor fixes


    I blocked off the upper area to non-jumper classes, it was just too abuse-able by snipers. They can still get there if an engie sentry jumps and builds a tele though.

    I also Scrapped mid in-place of a new one. Its much simpler now, maybe thats good, or bad, i'll have to see how it plays out.

    Overall the map is more straightforward and feels smaller, even though it is technically larger than A5.

    Read the rest of this update entry...
     
  14. Kobolite

    aa Kobolite Eternally floating through time and space

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    339
  15. hutty

    aa hutty

    Messages:
    471
    Positive Ratings:
    372
    Changelog:
    + Built a new mid
    + Upper now has a 1-way door to mid

    The last forward spawn is in a kinda meh
    spot, but IDK where else it could go, I'm
    open to suggestions.

    Read the rest of this update entry...
     
  16. hutty

    aa hutty

    Messages:
    471
    Positive Ratings:
    372
    Changelog:
    * Closed lower shortcut from base to mid
    * Added a bridge from Base to B
    * Opened up the ramps to B a little bit
    * Adjusted mid a bit
    * relocated the 2nd forward spawn
    * started the detail pass near spawns

    Read the rest of this update entry...
     
  17. hutty

    aa hutty

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    Various tweaks to the layout to let the defenders have better control of the area above last, and overall make it harder for the attacking team to control the area.

    Read the rest of this update entry...
     
  18. hutty

    aa hutty

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    I swapped my ugly dev textures out with approximations of what the final textures will be.

    Many minor things were changed to make the buildings seem more logical.

    Read the rest of this update entry...
     
  19. Grizzly Berry

    aa Grizzly Berry

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    Positive Ratings:
    341
    Just played this in today's imp and had a pretty good time. Definitely feels geared towards 6s classes, which may or may not be a problem depending what you're going for.

    One of the things I noticed is there's a lot of unused space. A couple of rooms just seem really big for no reason. Here are two examples.
    [​IMG]
    [​IMG]

    This route is great for Scouts, Soldiers, and Demos, but nobody else can even access it. I'd maybe put a ramp from second up to it a la Process so Medics and other classes can utilize it.
    [​IMG]

    Another example of catering towards jump classes. They have the option to go over this incredibly cramped route, which other classes are forced to go through it. I'm also not a huge fan of vent routes, but if you're going to keep it, I suggest making all the classes have to use it. Otherwise you're punishing people for playing something other than Scout, Soldier, or Demo.
    [​IMG]

    Feel really vulnerable on mid. Feels like you're trapped in a box with no idea of when you're going to be attacked. I understand adding cover, but it makes the player feel trapped and more susceptible to splash damage. If you want cover, one option would be a roof of some sort. That would help players find cover from Soldiers using the upper route and also make mid more dynamic.

    Edit: One more thought to add. This is your mid! It's where a lot of fighting will happen. Make it memorable! A cool option would be to mimic the building you have covering last. It's unique and would solve the problem with feeling blind, while still providing cover. Just a thought.
    [​IMG]

    In the few rounds we played, I didn't see many people using this route. Seems like it's intended to be a flank, but even then the door leading to the point seems a little narrow. I might open that up a little bit.
    [​IMG]

    Last bit I have for you. This looks like a great little jump for Scouts, but it's not! I need like 8 more hammer units before I can crouch jump up there. Make it happen!
    [​IMG]

    Hopefully some of this is useful and you can incorporate it into the map. As I said earlier, had quite a bit of fun, but I was also playing as Scout/Soldier the whole time.
     
    • Thanks Thanks x 1
  20. hutty

    aa hutty

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    Positive Ratings:
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    Hey, Grizzly Berry, thanks for the feedback. This map's development has been turbulent so let me give some insight.

    This is mostly due to the detailing being bare bones at the moment. I'll trim and garnish the rooms when layout stuff settles down.

    There used to be a ramp going to this location from the connector below, I removed it because getting a medic or sniper up there for free is too powerful. Snipers having quick access to all 3 points with health were able to lock the entire map down. (although this was before the 1 way door was added). I decided the best option was to make it jumper exclusive. Engies can still build up there so if your daring enough you could get a tele base setup, but that takes a considerable investment of team resources to pull off.

    Yeah, I should probably block off the vent-top, I left it open after adding the vents recently to see how it would play out. The vents are there to prevent the attacking team from owning upper last too easily, which was an issue earlier builds had.

    Yeah, I agree, mid is currently one of the weakest points in the map. I plan to make changes to the stone-arch connector between B and mid first so I'll probably be able to bounce something more interesting off of those changes.

    Yeah, the gravel flank is a little odd, there used to be an opening to the mid->B connector but I had to close that off for a couple reasons. I'm ok with keeping it small, defenders have enough to worry about as it is.

    Yeah, sure. I don't see why not.

    Again thanks for the feedback. I don't get lengthy responses like this often and I appreciate it a-lot.