Ditch

CP Ditch A4

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Ditch - Because I should have to go through all that trouble to pack a f***ing boat.

My second map ever. This is a 2cp map. It's kinda like territorial control, except there's only one territory and the map is symmetrical. Mirrored symmetry at that.

For balance purposes, the capture rates on both team's points are very slow, slower than most 5cp mids, actually.

Pretty sure the only custom content here is the boat from Watergate. Had to go through shiteloads of trouble just for an effin' boat.

Screenshots:
2016-02-07_00007.jpg

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Lain

lobotomy success story
aa
Jan 8, 2015
724
757
>Slow cap time
>Cap point right next to spawn

Pick one. This is why Badlands and Gullywash cap in an instant, while Snakewater and Process take a more considerable amount of time.
 

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
>Slow cap time
>Cap point right next to spawn

Pick one. This is why Badlands and Gullywash cap in an instant, while Snakewater and Process take a more considerable amount of time.
If I made the cap time much shorter, it'd give both teams less time to set up defenses properly. A portion of a team could go to the main area to begin attempting a push, when a single soldier flies over their heads and caps their point instantly, especially considering that there isn't a midpoint.

But, if I moved the points farther from the spawns, what in the world would I put between them so it's not a giant yard?
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
But, if I moved the points farther from the spawns, what in the world would I put between them so it's not a giant yard?

Just move spawn back a bit, about 512-1024 Hammer Units.
 

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:

GENERAL:
-Gamemode is now 3cp instead of 2cp
-Mid caps like a normal 5cp mid; slowly, and last caps like a normal 5cp map; quickly

MID:
-Mid now has an actually midpoint (with cover walls)
-Boat has been moved into the boathouse
-The full health and small ammos now rest on the boat instead of a plank
-Remove medium health kit where the boat used to be
-The part of the playerclip brush enveloping the boathouse's giant wall of wooden planks is now an invis brush, to allow blast jumping off of it

SPAWN:
-Spawn has a new exit door directly adjacent to the respawn room
-Added arrows just outside these new doors that point towards mid
-Spawn entities have been rotated to face this new door

ALLEYWAY WITH TRUCK (plus the upper sniper room):
-Moved medium healthpack away from the truck, so it makes more sense
-Added a steep-sloped building directly below the windows of the sniper room, so you don't take fall damage on the way down through it

-Other changes, I dunno lol

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Moonrat

nothing left
aa
Jul 30, 2014
932
585
Looking at this made me forget how much fun I had with designing Eturnius. 3CP was a cool thing then, and I really like the gamemode. I think I wanna make a new 3CP....

Also packing shit is a bitch after a while, so I honestly find it kinda crazy how you go through the effort of packing one prop in when you could replace it with brushes.
 

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Also packing shit is a bitch after a while, so I honestly find it kinda crazy how you go through the effort of packing one prop in when you could replace it with brushes.

I mean, yea, I could make it into brushes, but I needed to learn how to pack custom content one way or another, and it's mainly supposed to show what I'm going for for the theme of the map.
 

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:

GAMEPLAY:
-Last points now cap 3 times a slow as before (cap rate now equivalent to 5cp second/fourth CPs)

SPAWN:
-Moved spawn entities into a new second floor with a drop down and arrows (but left the resupply downstairs), so players can see all their exit options when they spawn

SNIPER ROOM:
-Made the sniper rooms MUCH smaller, making them more vulnerable

BRIDGE AND STAIRCASE:
-Removed the glass from the two windows closest to the sniper rooms, to make the sniper rooms more vulnerable
-Moved the spawnroom visualizer to the door across from the one-way door, and made the same door team-specific, to eliminate the previous dead end

YARD/SHACK (or whatever):
-Added a bridge spanning the heightened shack/tiny room and the staircase building, plus playerclip above, to block demos from flying across the entire map

MID:
-Made mid's capture zone MUCH larger than before

OTHER:
-Heightened several buildings so that it makes more sense for them to be playerclipped on top

-Possibly more, I dunno lol

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:

NEW SPAWN:
-Spawn is no longer in the large building between mid and point, rather behind the large wall behind point, where it exits inside the side point building and on the other far side of the point
-Spawn is actually normal

NO-LONGER-A-SPAWN BUILDING (let's call it "long room," for now):
-Previous spawn building no longer has doors (except for the one way doors, which now work for both teams) or visualizers
-Previous spawn building now has a glass wall separating the interior into two halves

LAST POINT:
-The capture area now has two glass blockades at its front
-Added another skyway/hallway thing between the rock choke area and spawn

ALLEY/TRUCK:
-Added a ramp leading to the roof of the one-way hallway, to make it less apparent that its a dead end (not that it ever was to begin with; you could climb the truck to get up)

BOAT HOUSE:
-Slightly widened the foundations of the boat house so players don't get trapped between them and the boat
-Added a kite-shaped player clip under the boat to further prevent people from getting stuck

MID POINT:
-Changed the wooden walls covering mid to a building with some walls removed (and a hole in the ceiling)

-Possibly more, I dunno lol

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