Frigate

CP Frigate A3 Hotfix

LiquidX

L1: Registered
Jun 6, 2017
18
2
Frigate - A two point, one stage Attack/Defend CP map set on a RED frigate.

A two point, one stage Attack/Defend CP map set on a RED frigate.
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In the RED Harbor, a frigate containing precious resources can be found. However, BLU has snuck their way in to try and pillage the ship, and RED must defend their ship from the coming intruders! Who will harvest the harbor?

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NOTES:

This is my first time uploading here! Woo!

I started work on this about 2 weeks ago, and have become pretty attached to it. However, I need help finishing it. That's why I'm here to deliver my (not-so) finished alpha of the map for all of you to test and provide feedback for. The main things I need help with are:
- The area just outside BLU spawn (can be seen in screenshots, its completely blank and I have no idea what to do with it)
- Detailing (I've never detailed a map before, so I'd rather leave it up to someone who actually knows what they're doing in that department)

Those things aside, it's perfectly playable, complete with two points, health/ammo pickups, a mostly finished layout, and toxic water! Watch your health gauges!

Be sure to leave feedback so I can actually finish this project!
 

LiquidX

L1: Registered
Jun 6, 2017
18
2
Frigate has taken its next step towards its completion!
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Key features of this update include:

- Red team's top spawn door is no longer one way, and the window facing Blue spawn has been turned into a glass window rather than an open one
- The area just outside Blue spawn has been overhauled, complete with side routes and a gigantic crane!
- The smokestacks outside red spawn can be accessed from both sides of the ship via a ramp on the front
- Small health and ammo packs have been added to the top smokestack platform so that jumping classes can restore themselves
- Fences have been added underneath the sniper perch building to make it less open
- Clipping on top of Blue spawn and the smoke stacks

There are probably some minor things I'm missing as well, but I feel that this version is a complete evolution of the first alpha. Hopefully the map can keep evolving at this rate!

Read the rest of this update entry...
 

G.bo

L4: Comfortable Member
Sep 24, 2017
175
193
First off, congrats on uploading your first map! While I normally try to give feedback for early versions, I'm in a bit of a rush, so I may post some constructive criticism later on.

What I was going to say was that I had worked on a payload map with a similar theme (sort of a docks theme by the water). One of the big issues I ran into was that I didn't want to totally restrict jumping classes with invisible walls, but I didn't want to give them broken coverage. The other issues was sightlines, but that one was a bit easier to deal with in my opinion. From the looks of it, you seem to be handling these pretty well so far. Keep up the good work!
 

LiquidX

L1: Registered
Jun 6, 2017
18
2
Another bit of time mapping, another update!
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Here's the full changelog:
- Toxic water now does 3 damage rather than 5
- Bullets can no longer go through the crane
- The crane's clipping isn't just a box anymore; the base can be walked upon
- The crane's base has been replaced with a regular brush to make it look better
- Respawn times reduced
- Added a arrow towards the underwater ship entrance to make it more obvious
- Blocked off the space near the back of point A
- Clipped the blue wall outside blue spawn
- Added a second entrance to the sniper perch building and moved the health/ammo packs to in between the entrances
- The fences on the edge have been covered in BlockBullets brushes to avoid janky hitboxes
- Changed the water texture to the 2fort water texuture
- Changed all the orange walls to be white
- Added a third exit to Blue spawn
- Changed Blue spawn point locations to prevent camping
- Added a new building next to the crane
- Increased time limit from 3:00 to 5:00
- The exit of point A that faces the ship has been turned into a room of its own

Let's keep this train rolling!

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LiquidX

L1: Registered
Jun 6, 2017
18
2
Just a quick update before the map gets launched for playtesting, both from me and the map. As for the map's update, the following has been fixed:

- The water is no longer purple and black.

As for me, I'll be starting college soon and have been going through waves upon waves of depression and anxiety so there won't be as many maps or updates from me. I hope you understand.

Other than that, I hope you enjoy this version of the map that started from crappy and has progressed to not as crappy!

Read the rest of this update entry...