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CP cp_shipyard a4

CP attack/defense

  1. Merasmus

    Merasmus L1: Registered

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    cp_shipyard_a1 - CP attack/defense

    Attack/Defense CP map with 3 points
     
  2. Merasmus

    Merasmus L1: Registered

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  3. Merasmus

    Merasmus L1: Registered

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    CHANGELOG:
    - Fixed top floor window not being obvious that you can't get out of it
    - Added a red spawn on the roof to easily defend C, it gets available after blue captures B
    - Removed some pillars and enlarged some doors at B to make it less cramped
    - Fixed control point platforms not showing the blue color when captured by BLU
    - Added clip ramps to the balconies right above the B point where previously was needed to jump a few units high
    - RED can no longer enter the BLU building where the spawns are
    - Replaced the large health pack at point A with a small one
    - A point bypass BLU spawn exit door is locked until BLU captures A
    - Fixed being able to jump on the top floor inside the BLU spawn
    - Removed collision of BLU spawn doors, the collision is now given only by the func_door's
    - Added lights to some dark areas
    - Smoothed the displacements outside the BLU spawn
    - Fixed RED spawn blocker being visible by the RED team
    - Clipped multiple stairs
    - Removed the ability to build on the top floor's small roofs
    - Added another route to the roof
    - Decreased the amount of props at B
    - Extended a balcony at B
    - Added signs around that show where control points are
    - Closed the holes on the roof where it was possible to shoot through
    - When BLU captures B, RED players waiting for respawn will immediately respawn at the new spawn
    - Added another exit to the first RED spawn to avoid spawncamping
    - Removed a room in the RED spawn that was there only for the looks and players couldn't enter it as that was confusing
    - Clipped wall trims where it was possible to stand on top
    - Added a shutter on the BLU spawn window
    - Moved the BLU spawn room closer to the doors
    - Added signs inside the BLU spawn that show where each exit leads to
    - Closed the circular hole on the wall at B point as it was a too long and protected sightline
    - Added glass on the windows facing the B point to make it more easily defendable
    - Changed the layout of the route from RED spawn to B point removing a big sightline
    - Added another mezzanine to the A point
    - The metal fence on the roof now spans both sides of the building
    - Added some covers in the route from BLU spawn to A point
    - Decreased the width of the flanking room in the route from BLU spawn to A point
    - Added health and ammo near the large entrance of the main building

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  4. Merasmus

    Merasmus L1: Registered

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    The current layour was awful, it did play very badly, so i changed COMPLETELY the layout of all the points, the A point building have been remade from scratch and the B/C points building have been completely changed in the inside, no more single big open room and no more point on the roof.
    Let's see how it goes now.
    Also it is now more optimized.

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  5. Merasmus

    Merasmus L1: Registered

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    I have tried to address each and every issue found with a3 and the map concept as a whole, this update took very long because i had to do vast changes to the entire map.

    I have completely removed the part of the map where the red spawn previously was, the red spawn is now inside the building, removed all but 1 access to the upper floor where the C point is, that access is now very large and easy to fight within.
    I have removed the side path that led to the B point to give a clear frontline inside the building, added various balconies on the outside and made some large changes to the inside of the building.
    Blu now gets a forward spawn too as soon as they cap A and they get a route directly to the entrance of the C as soon as they cap B.
    Improved drastically the flow, now you can't get lost even if you want to.
    The C point is closed to everyone until B gets capped.
    Improved the lighting as everything seemed way too dark.

    Let's see how it goes now

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