CP cp_pit A5

Starts in an open cavern, ends on the surface. Connected by a winding tunnel.

  1. SimmyPoo

    SimmyPoo L1: Registered

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    cp_pit - Starts in an open cavern, ends on the surface. Connected by a winding tunnel.

    (I'll add more here when I feel the need to)
     
  2. SimmyPoo

    SimmyPoo L1: Registered

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  3. SimmyPoo

    SimmyPoo L1: Registered

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    I removed the doors at the back of point one and in the tunnels that opened when point one was capped, and created a brand new route that goes all the way to the red building between the river area and the last point. I'm planning on making it a one way exit to prevent Blue team from having too much of an advantage in the area.

    I changed all lights in the tunnels between point one and river area to a white color so as not to attract Blue players and make them miss the first point entirely, as well as this I added a dev "Capture Zone" overlay onto the first point's building.

    I removed the top pieces of the bridge so that:
    1: it wouldn't immediately be recognized from 2fort, and
    2: it wouldn't get in the way of the Blue team shooting at Red or vice versa

    Adjusted Blue respawn waves to minimum of 4 seconds, and Red's to minimum of 6 when point one is capped.

    Read the rest of this update entry...
     
  4. SimmyPoo

    SimmyPoo L1: Registered

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    I remade the entire building point one was in, and it now has a set of stairs and a small path to the doorway from the upper cliff, so that the cliff doesn't just lead to a dead end with a full health and ammo. There's a medium health and a full ammo next to the stairs, and the point is in the corner. I made the lights have an orange tint, to attract players to it, and added a big 'ol sign saying "Capture Point" on it just so everyone knows.

    I added the one way door in the cave route to the barn-thing building.

    Fixed point one cap time (don't even know how it was changed to 3 seconds)

    Made lighting in winding cave whiter and not as warm.

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  5. SimmyPoo

    SimmyPoo L1: Registered

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    I decided that everything after point one was shit, so I scrapped it all. Everything.

    Tunnel System
    I knew I had to revamp the entire thing, so I started on the area that you go into after point one.
    It's now a flat surface with a big pillar in the middle, and to the left is a doorway that leads to the spot looking down on point one's building. Obviously it would take 10+ seconds for a spy to walk up there before, and the tunnel was cramped so it would be somewhat hard to get by.

    The only part I left was the one way door, since I liked it, and I made it so you can only drop down onto said flat surface, but the jump back up won't be too hard for jumping classes. There's a small cove behind the pillar with a ramp on the left side leading up to it. The right of that is the route into the building.

    The building is entered through the basement, where a tunnel will be added to sneak to near the end area much faster. You go upstairs and on the first floor is a doorway, but instead of going through it you can go left to a small loft with windows. Mainly for snipers. The one-way cave door leads into a connected area, but you can't get into it unless you go backwards or come from the door. It has a small bridge leading into the next building, which is when you approach the final point building.

    The final point building is a large industrial building (incomplete theme in map) and the large doorway goes onto upper area with some cover so you don'y get rekt by sentries and/or other classes. Red spawn is in front of that, and also directly below it, and a small ramp goes around under that floor and the lower Red spawn. The upper Red spawn has a spiral staircase to the immediate left (may change due to clipping issues, and looks somewhat out of place) which leads right onto the point. A smaller doorway going into the building has a ramp on the right which is opposite the spiral stairs, and the point.

    The first area had some fences added to make Red snipers not as OP, and a small shack going into a tunnel as soon as Blue leaves spawn, and the tunnel comes out opposite the point one building, which I also remade entirely.

    I skipped A4, since that was when I remade point one's building, and I know it's going to be unbalanced for a while. But I think I can make it work eventually.

    Read the rest of this update entry...
     
  6. red3pit

    red3pit L6: Sharp Member

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    Hope you'll do well with this, since I really like the name.
     
    • Thanks Thanks x 1
  7. SimmyPoo

    SimmyPoo L1: Registered

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    This is actually my 2nd map, and it's my first one to get properly made and tested.