- Apr 24, 2011
- 150
- 53
This is, admittedly, a selfish question as I'm working on a layout for a 5cp map and am trying to better understand how combat flows around the final capture points, but I'm also just as interested in everyone's preferences regarding aesthetic design.
Combat-wise, I love the final point in cp_badlands. The two ground floor routes to the main room make a full-force push and a quick flank equally viable, and the curvature of the walls and easy frontal access to the upstairs make turtling difficult because the invading team can also get good explosive access to any sentry nest. It's deceptively simple because it's fairly Spartan when it comes to decorations (no giant death laser or war rooms here) but the spot lighting, contrast of the the concrete floors to red stone walls, and the cylindrical construct around the point instinctively draw your attention straight to the point.
The art design in cp_coldfront's spytech base always impresses me because the architecture naturally flows forward yet doesn't seem as if it's been artificially curved towards the entrances. The best parts are all the details that make the spytech base seem like an enormous facility that you only have partial access to: the missile silo you can see from a hallway, the hole in the main lobby ceiling, et cetera.
Combat-wise, I love the final point in cp_badlands. The two ground floor routes to the main room make a full-force push and a quick flank equally viable, and the curvature of the walls and easy frontal access to the upstairs make turtling difficult because the invading team can also get good explosive access to any sentry nest. It's deceptively simple because it's fairly Spartan when it comes to decorations (no giant death laser or war rooms here) but the spot lighting, contrast of the the concrete floors to red stone walls, and the cylindrical construct around the point instinctively draw your attention straight to the point.
The art design in cp_coldfront's spytech base always impresses me because the architecture naturally flows forward yet doesn't seem as if it's been artificially curved towards the entrances. The best parts are all the details that make the spytech base seem like an enormous facility that you only have partial access to: the missile silo you can see from a hallway, the hole in the main lobby ceiling, et cetera.