cp_obtuse a3

Angles galore!

  1. I dinne ken

    aa I dinne ken Has currently had enough

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    Positive Ratings:
    373
    cp_obtuse - Angles galore!

    My entry for the 2018 summer Jam. Took me about 30ish hours, very fast for me.

    The angles were a challenge to work with but it was an enjoyable challenge.

    Pictures!


    This isn't useful information, but my first point's capture area has 22 outputs. Which is ridiculous.
     
  2. I dinne ken

    aa I dinne ken Has currently had enough

    Messages:
    287
    Positive Ratings:
    373
    Additions
    • A shipping container around last
    • A shortcut where Red's old first spawn was. This opens upon blue capturing B
    • More signage, mainly for the players coming out of Red's new first spawn
    Changes
    • Moved red's first spawn back a bit, adding a couple of seconds to the amount of time needed to get to the point
    • Changed a small building near A to become a hiding place / sentry spot counter
    • Changed the large ammo pack in the sentry spot around A to a medium to combat turtling
    • Made the area around C 256 units longer, to give the defending team more time to set up and to make the area less cramped
    • Made A's capture area a bit larger
    Removals
    • Some of the large crates around B. (less cover so that blue can cap easier)
    Fixes
    • Added respawnroomvisualisers to Blue's first spawn
    Plans
    • I may make the area around C even lengthier, based upon feedback

    Read the rest of this update entry...
     
  3. I dinne ken

    aa I dinne ken Has currently had enough

    Messages:
    287
    Positive Ratings:
    373
    Additions
    • A new flank route goes from near blue's first spawn to a high ground around A
    • A new connector between where red's old first spawn was and the secondary route out of blue's second spawn, should lead to more cohesive and coordinated pushes on B
    • A plank that also makes pushes on B more cohesive
    • Added back one of the large crates around B to give both Red and Blue more cover, it was a bit lacking beforehand
    Changes
    • De-elongated the area around C, should make attacking it a bit easier as there is less time for red to adjust themselves
    • Moved the exit of the shortcut where red's old first spawn used to be to next to the large ammo pack
    • Changed the heights of some cover so that Red snipers dont have a huge sightline from the higher exit of Red's second spawn.
    Fixes
    • Red's first spawn now teleports players to the second when needed
    • Red's first spawn now has a respawnroomvisualiser
    Removals
    • Removed an unused flank thing from the middle of the map, this was a bit after point A

    Read the rest of this update entry...
     
    Last edited: Jul 30, 2018