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CP cp_toner A23

5CP that started out as a 3CP. Somewhere in here is a printer.

  1. BIRD UP!

    BIRD UP! L1: Registered

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    cp_downtown_print_house - 5CP that started out as a 3CP. Somewhere in here is a printer.

    Print House is my first attempt of getting back into map making with the goal of making something that is not orange, ugly and over saturated with light.

    It's starting out at A18 since it took me a lot of courage to even try uploading here to begin with, so kudos to that. Another reason why it's at A18 and looking so rough is well, it's been a good 6 years since I've really gone and tried to make a map and my process is very long and drawn out. I've spent upwards of 50+ hours getting it into it's current state so it's going to be a slow process.

    What I have in mind is a sort of printing warehouse where all the posters, propaganda and flyers are printed off for Mann Co., but I also wanted it to be the outer court areas where all those snobby young artists work. They wouldn't stop complaining about the last warehouse they worked in, so fine, lets build them something a little more modern so they'll shut up. Maybe they'll get a real job, who knows.

    I wanted to give this map a sort of an under construction vibe the further you get from the center courtyard, and I also wanted it to be a night so all those young workers wont be there to be scared off by what it means to be a real man doing a real job.

    As such, the second to last point on both sides is raised on what I hope to be scaffolding by the time I get this into a much prettier state. It's raised up high so there is a punishment for having bad footwork, meaning you will take damage when you fall off of it.

    Center point has a lower and upper section, one is enclosed, so it's safer from bullets, but explosives are harder to get away from, while the top of it is open which means that bullets are a greater problem, but gives the ability to avoid explosives that are incoming or even have cover fire from snipers. It is also marked with a large pillar of light going up from the center of the upper section.

    The last point has been the biggest trouble so far trying to balance out. as of right now there is a wall with a pane of glass so you can see what is behind it from second to last but you cannot do any damage without moving in. This is placed in front of spawn so the defending team has the ability to quickly retaliate if some are killed.

    Speaking of spawn, there is a forward spawn set up which I am probably going to change in terms of activation of capture point. Right now it's set up close to mid so I'm not sure if I want the activation set to second last on the enemy team or not. Play testing should really help.

    I made sure to include flanking routes and the likes, but I don't have any real idea where I want to put med and health kits, so they are in probably bad spots.

    Right now the map feels very soldier friendly, mainly because there are lots of ramps to slide up on and high walls to jump off of.

    Any and all help would be greatly appreciated, especially since it took my friends many, many times telling me to upload it to get better help.
     
  2. n8five484

    n8five484 L2: Junior Member

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    _T_h_a_t_'_s _a_ _n_i_c_e_ _n_a_m_e_._

    I'll check it out when I have the time.

    Also it seems you have updated this map many times. Have you play tested this many times? Just wondering.
     
    Last edited: Nov 20, 2016
  3. BIRD UP!

    BIRD UP! L1: Registered

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    I've play tested this map many many times, however it has only been bots with a nav mesh edited to fix any pathing hiccups. I have had a few friends try it out and was able to go over it with them on a server once. All of them have played 6's and highlander for more than a few seasons, as have I, but I didn't want this map to be designed to be only fun for comp.

    They always gave me feedback on sightlines and neat ideas, but I've never properly played it with real people. This map is the birth child of bot testing, comp feedback and sketches on graph paper, so it feels rather spartan at times.
     
  4. BIRD UP!

    BIRD UP! L1: Registered

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    -Removed random metal bar brush from blu forward spawn
    -Added props to the upper storage area beside forward spawn so people get less confused.
    -Added nav mesh for bot testing (if you're into that sort of stuff.)

    Read the rest of this update entry...
     
  5. BIRD UP!

    BIRD UP! L1: Registered

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    This update brings a few new additions to the map and some other changes including a new area underneath the map as well as some general little fixes here and there. This is a leap from the older version because of the amount of times I changed the area underneath.

    Read the rest of this update entry...
     
  6. BIRD UP!

    BIRD UP! L1: Registered

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    I decided to stop working on this map and just move on. I've spent far too long on something that I have lost all ideas for, so I've decided to can it. The update includes some textures and a few minor changes that really don't make any difference.

    There are a few visual bugs that I'm aware of and I'll be making a post in the orphaned maps so you can get the vmf.

    Read the rest of this update entry...