CP Echo a6

Degroot Keep style 3cp but with guns!

  1. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    Echo - 3 cp with a dynamic twist.

    *This map does not currently feature cube maps due to a ValidateLump error that I'm trying to fix*

    Echo is my idea for the dynamic CP contest. Here's how it works.

    -There are 3 points (A, B, C)
    -Both teams can cap A and B
    -If one team caps A and B, C unlocks for their team for 60 seconds
    -After 60 seconds, if C is not capped by the team owning A and B, C locks and A and B reset to no owner
    -Jump to line 1

    My fears for this map:
    Messing around with a game mode means that there is the obvious chance that players will be confused as to what is happening. Also I'm pretty sure the map is either TOO big or TOO small in most areas but I'm not sure which.
     
  2. Turnip

    aa Turnip The 80s Vegetable

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    So your cap is kind of like a 2 way medival mode? Sounds cool. Cant wait to test it.
     
  3. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    Yes but without the Medival Mode.
     
  4. Turnip

    aa Turnip The 80s Vegetable

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    I know, I just ment capture point wise. Nifty idea, cant wait to test it. :D
     
  5. Bunbun

    aa Bunbun Gay sex slave

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    The red area in screenshot 6 looks flat and open, maybe do something with it?
     
  6. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    -added point markers on the hud
    -made points lock on the hud
    -added visable timer for C
    -remade spawn areas to shrink the map a bit and make the areas more interesting
    -replaced nozzles at C with a large fan
    -replace particles at C with custom particle by Exactol
    -edited respawn times. Starting respawn time is now 10 seconds and lowers to 6 for attackers when C is unlocked, then returns to 10 when C closes.
    -shortened respawn times
    -edited point cap times. A and B are now 10 seconds and C is 15 seconds

    Read the rest of this update entry...
     
  7. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    -fixed spawns so blu no longer spawns in red base (hopefully)
    -added clip on stairs that I missed
    -clipped pick up trucks around spawn areas to stop players from getting stuck behind them

    Read the rest of this update entry...
     
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  8. Crowbar

    aa Crowbar perfektoberfest

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    Why don't some mappers texture their maps? dev_measures and realistic props look bad.
     
  9. Muddy

    aa Muddy Muddy

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    So they can focus on gameplay and not get too hung up on visuals at a stage of development where it doesn't really matter.
     
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  10. Crowbar

    aa Crowbar perfektoberfest

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    I know and use it, but i don't mean first stages of development.
    I mean some mappers dont's texture even when they're done with gameplay. Seems like they think dev_measures are looking good or something.
     
  11. MaccyF

    aa MaccyF Notoriously Unreliable

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    I have never seen a completed map use dev textures (bar orange or others like it, but they hardly count)
     
  12. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    this map isn't done with gameplay yet.
     
  13. Egan

    aa Egan

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    Probably are some who do - who like the minimal esque style, or even worse the weirdos with their flat dev textures (weird imo because you can't tell scale anymore, but not actually weirdos I'm joking).
     
  14. MaccyF

    aa MaccyF Notoriously Unreliable

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    funny you should say that, i dont like the lined dev textures because the scale on them is too small; i'm used to HL2 where the 128 height of the grid is a good ceiling height.
     
  15. Crowbar

    aa Crowbar perfektoberfest

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    I think the only Source game that minimal style can fit is Portal, maybe even Portal 2, but not Team Fortress 2.
     
  16. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    This map is in Alpha 2. Textures are the least of my concerns since The game logic has broken within 5 min or every public test.
     
  17. Turnip

    aa Turnip The 80s Vegetable

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    koth_trainsawlaser_rc1
     
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  18. Zed

    aa Zed Certified Most Crunk™

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    rc2*
     
  19. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    After months of failing to get the original idea for this map to work, I've scrapped it and started over from scratch.

    Echo is now basically Degroot Keep but with guns set at a communication station hidden within a jungle. Blu team must capture both the satellite dish and antennae to unlock C and win. Red must stop them from doing this. After A and B are captured, C is unlocked for 60 seconds before resetting.

    My ideas for making this game mode work outside of medieval mode was to try and make every area useful and keep the points close to each other but not right on top of each other. To do this, C is in it's own little room with the area round it being somewhat of a dangerous shortcut between A and B.

    The dangers of this idea is that blu could end up spawn camping red or Red could only care about locking down that area and not give a crap about A or B.

    I feel the C area is the weakest part of the map currently and will most likely be redone in the future. A may also need more paths in and out of that area. I'm pretty happy with B for the most part. I also fear that the map may be a bit on the small side. Not underscaled, but small.

    Read the rest of this update entry...
     
  20. Muddy

    aa Muddy Muddy

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    So... Gravel Pit? :p

    That said, someone else once made a similar style map where C was unlocked for 60 seconds, which made capping it almost impossible if you had a couple of competent engineers on defence.