CP Duga a13

Masters degree in geography required

  1. rand0m

    rand0m L2: Junior Member

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    Duga - shoot enemy

    shoot enemy
     
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  2. rand0m

    rand0m L2: Junior Member

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  3. rand0m

    rand0m L2: Junior Member

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    Just some small experimental changes, C is easier to defend now. Changed the choke roof into a choke balcony on A. I don't want to change B too much because after only one playtest I don't think it was held like it's supposed to be held.

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  4. rand0m

    rand0m L2: Junior Member

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    - made some changes to last to make it more pleasant to both attack and defend
    - changes to B, elevated the place you're supposed to hold at so it's more attractive for players coming into the point
    - improved RED spawns to guide players better
    - added more signs
    - slightly reduced RED respawn times on all points
    - removed doorway that opened between A and B side that let blue rotate without seeing D (too confusing, but will also hurt blue's attack ability, let's see how it plays out)
    - slightly reduces cap time. The issue is that I would ideally want to make the cap time when attacking last with all other points capped much quicker, but I can't since then attacking D right off the start is op (it is very strong as it is)

    After only two playtests, I don't want to make any radical changes just yet.

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  5. scrly

    scrly L1: Registered

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    i think youre doing a good job on this map!
     
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  6. rand0m

    rand0m L2: Junior Member

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    Change B and C completely, moving C closer to B, and making B a stronger hold.

    Changes to D to avoid shutter spawncamp win.

    Player routing changes

    Made map more intuitive

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  7. rand0m

    rand0m L2: Junior Member

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  8. rand0m

    rand0m L2: Junior Member

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    - Closed off any areas players might get lost in. This includes C now being entirely closed off until B is capped. This makes pushing D right at the start harder because of less space and harder to reach health packs.

    - Press W and you will end up somewhere useful.

    - Added a connector from A to D, and an extra connector from C to D. Transitioning and routing from C to D should be easier for both teams. Blue can now flank from B to the back of defenses of red on A

    - Added an extra route so that blu doesn't have to go through C to reach D after C is capped.

    - Lowered red respawn time on D

    - Blu flank on C (house route) now gives more high ground

    - Stupid mistakes fixes

    - Some clipping

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  9. rand0m

    rand0m L2: Junior Member

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    - following Emil's advice, added minor detailing to make telling areas apart slightly easier. More to come.

    - included Emil's custom longer waterfall!

    - bugfixes

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  10. rand0m

    rand0m L2: Junior Member

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    A
    - Small changes to A, gameplay mostly the same. A bit of an encouragement to not hold as far.

    B
    - B gets extra high ground spot

    C
    - No changes to C yet. Can't tell how good of a hold it is.

    D
    - Removed the back stairs leading to the mid house when going from C to D. Now only mobile classes can contest house as attackers
    - Slightly lowered D point when B is capped
    - Added extra window on D to shoot from. Also, sentries should now auto target players on the point
    - Added the possibility for all classes to escape from D by jumping on the pipes
    - Very slightly increased D cap time. Now it matches that of steel
    - Added a railing for A side attackers to protect against airblasts
    - Fixed an annoying sightline

    Will think about opening up a way to attack D after B is capped instead of waiting for C doors to open. A door to D would slowly be closing while the doors to C slowly open. This would let attackers capitalize on a wipe and try to go for D straight away, but it would require a real commitment to work as the door will eventually close completely.

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  11. rand0m

    rand0m L2: Junior Member

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  12. rand0m

    rand0m L2: Junior Member

    Messages:
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  13. rand0m

    rand0m L2: Junior Member

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    - strenghtend B hold more
    - exprimental changes to A because nobody used the low ground route
    - eliminated some annoying sightlines on both A and B

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  14. rand0m

    rand0m L2: Junior Member

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    - added railings that extend after C is capped
    - lowered on cap timer add from 4 minutes to 3 minutes
    - added a jumppad to the D windows for RED defense.

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  15. rand0m

    rand0m L2: Junior Member

    Messages:
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    Positive Ratings:
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    - changed B connector to make it less boring, also cleaning up that area from unnecessary distractions. Might be too strong of a hold now, time will tell
    - added laser effects on last on cap
    - small change to A-D connector to block a sightline
    - added popup signs to route players into shortcuts. Will later add signs onto them, but I give up with trying to get custom materials working for now
    - lot more changes coming soon but I need this B tested so im pushing this out

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  16. rand0m

    rand0m L2: Junior Member

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  17. rand0m

    rand0m L2: Junior Member

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    - quick change to A side routing, a connector from B to A is now available for blue to rotate through after C cap
    - also added signs that point to A side (thanks Emil for textures)
    - another ver coming soon with various other changes

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  18. rand0m

    rand0m L2: Junior Member

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    - cliping fixing and considering feedbacks

    D:
    - changes to A side D push to make that area more interesting and to improve fights around there
    - added extra high-ground but spammy exit for red at D
    - added a jumppad for blue spies to access red balcony, unwatched sentries are easy to destroy with a revolver but I suppose a camping engineer there would be annoying
    - I was considering removing vent flank but I decided to let it stay for now. Will see how it goes.

    B:
    - house route now connects to the outside between cliffs route, this should allow easier rotation for blu and a flank for red
    - widened some of the doors
    - removed shutter to the house

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  19. rand0m

    rand0m L2: Junior Member

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    • Agree Agree x 1
  20. rand0m

    rand0m L2: Junior Member

    Messages:
    51
    Positive Ratings:
    37