Dirtcross

CTF Dirtcross A3

Scouter Egg

L1: Registered
Apr 6, 2018
38
6
Dirtcross - A map that looks a lot like Well

2 buildings of different colors stand in front of each other and try to uncover their secrets. 20180421145836_1.jpg
 

HQDefault

...what
aa
Aug 6, 2014
1,056
536
Your mid is entirely too open. Very minimal cover, almost entirely flat, absolutely no flanks of any real sort, it ain't gonna work... just figured I'd put that out there.
 

Scouter Egg

L1: Registered
Apr 6, 2018
38
6
This is the big A2 update that makes mid bigger and better sniper cover

A2 Changelog
-Made Mid bigger with more cover and a sewer like area with a bridge on top
-added walls on the top floor to make more cover and to stop sniper spawncamping
-made signs around one-way doors
-added a sewer like flank to the intel in mid
-made an entrance to intel next to the straight slope
-added a wall in intel room20180423002312_1.jpg
20180423002312_1.jpg
20180423002312_1.jpg 20180423002312_1.jpg 20180423002312_1.jpg 20180423002312_1.jpg 20180423002312_1.jpg

Read the rest of this update entry...
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
Some height variation around mid would really do this map justice, as wood making mid tighter in general.

The sightlines at mid are a problem, yes, but they're a result of the much bigger problem of Mid's massive size and bland flatness. Try running as a soldier across mid and see how long it takes. Now do it with some in-game CTF maps. The time on your map will probably be longer than the in-game maps.
 

Scouter Egg

L1: Registered
Apr 6, 2018
38
6
after a retesting of A2 I've made changes and additions I should have done long ago...

-made the lower spawn doors bigger
-added signs
-changed mid doors to be briefcase detectors that will respawn any briefcase, Including the enemies
-added water to mid
-fixed mirroring
-added reel racks near the intel
-added control panels near intel
-fixed missing textures in blu
-added cap indicators
-changed side doors to intel to allow both teams access
-changed theme to be more storm like

Read the rest of this update entry...
 

Swizik

L1: Registered
Jan 3, 2018
17
4
I downloaded this map to test it, here is some feedback.
Firstly, the disk shelf props you put underground are over the floor by a bit.
Secondly, Why is the small room in the corner even there, if it had ammo and/or health it would be useful, otherwise, i don't see why its there.
Third, There is a weird pass time visualizer where the "sewer" is, when you walk through it with the briefcase, it teleports back to the base it came from. But worse, After it teleported back, i couldn't pick it up. plz fix.
Fourth, There is a pixel walk near the middle of the map by the side, that should be easy to patch up.

But the thing that made this map not really that enjoyable (at this state) to me was the outside, not the layout, but the texture. This dirt texture for me would show up as an error texture, i saw the pictures, but mine is like this, i realized its a displacement also, so maybe thats why? i don't know, just make sure you look into it and that it gets fixed.
 

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