Made by nineaxis and YM
Updated to _b2 fixing tournament mode.
..agree with snipergen, i was kinda missing the detailing finesse of hoodoo and half-acre, in the narrow blank pathway between the points, put in some massive wood that supports the rockwalls or sth like that
for some reason i didn´t feel like it was tooooo narrow, i still could slip through 3 players inside the passageways. i always squeezed in the corners where it bends because most players cut corners, and tadaaa, backstab frenzy
me and mah clanmates loved it, but we left due to being on training and the high ping we got on the us-server
keep it up
about ending in black tunnels: try using that blackish haze from underneath point one of cp_well, and at the bottom of the pit in cp_steel; that haze is perfect for giving an illusion that the area extends past, while hiding up areas past it.
I agree with making A wider, from what we played, it was VERY easy to defend, even when forces are divided between A and B. So in that respect, I wouldn't add another sentry spot to it for RED.
We played the b2 today on our server, looks great! No problems in my eye...although some did complain about the red respawn time being too short--both teams were able to win however. Nicely done!
We tested it on the Woof Customs with a full 32-man server.
Basically, it was intense and AWESOME. Overwhelmingly won the approval rating, and very, very fun.
A few suggestions
1. We had many complaints that the color of the map was a bit extreme. It's nice to look at, many players complained about their eyesight after extended gameplay. If you could, try to tone down the color intensity on the light_environment.
2. You have a very nice laser effect at the end. However, you can't see it because it's red! Red on red does not work! Try making the laser a blue-ish white to contrast nicely with the skybox.
3. Why does the laser activate when BLU wins? Shouldn't it fire when RED wins? (Fully Charged!)
me and another guy noticed a sort of sticky spawn or something on red team. There was some wood planks on the floor and when i spawned my controls didn't respond right away and it felt like my feet were through the floor. I said this almost at the same second another guy said he experienced the same thing...we may have been stuck on each other some how but you may want to look into that spawn room to see if there is a catchy spot somewhere...sorry i dont have any more info on it, was just kind of a fluke thing and then we went on our business playing
Here's another 6v6 STV.
Simple lowering the laser to a point that it makes clear why C is important should be enough, and making the middle beam giant will solve that problem.
I agree on firing the laser when RED wins! And if it's possible youme place a LED display system that is synched with the map timer so it's like a countdown to HEEELLLLL.
Normally I would agree, but I noticed that the laser is animated. Once Blu captured A and B, the laser opens up like flower.
Thinking about this, couldn't the animation take place automatically during the last thirty seconds of the round? So it gets played when Red is winning? I share the opinion of the others: It's their laser, they should fire it.
I don't know if this has been mentioned before. The announcement at beginning "Prepare to capture all control points" gets also played for the Reds.
That was probably me
I don't think I was stuck on another player as it happened several spawns in a row. But I thought it was BLu spawn.
Anyway, I looked down and back the second time and there are some boards over a hole. I think one spawn (maybe more) is just too close.
Running I would be stuck, a jump would free me.
I agree with a statement above. It's a great overall map, but just seems lacking in some details. It felt a little bit empty to me. I know you guys still probably have some detailing to do, and its nothing major. But a little more polish is really the only cc I have.
Great displacement work , bit too orange for my liking.
I have to agree with noggin, it's too much orange-red after two rounds it makes my eyeballs bleed. Other point, the capture area (especially on A but also on C) is a little two small IMO.
oh yeah it could have been blu, i kinda forgot so i just guessed since i had a 50% chance getting it right...very well you might be right
Model sticks through the roof.
This looks weird because 1) it looks like you can jump over the walls, and 2) there are other walls nearby which are exactly as tall, and you can jump over THEM. You need some better hints to the fact that it's inaccessible.
I noticed on gameday that when I tried countering a Sentry here as Spy, it was completely crammed. There was no chance of counterattacking it. The point is, it's a very narrow tunnel despite its Sentry-friendlyness, maybe open it a bit?
Nineaxis if you're not doing anything like studying for exams can you start doing some of the fixes people are suggesting?
Ok, so this is what I found on gameday:
That edge is really irritating if you're a medic with 20 hp and run backwards into it, trying to escape a pyro. Which happened twice today. I don't know what your intentions are with this edge, but it annoys me more than it please me, anyways.
Otherwise a great map =D
Also respawn time for red defence needs fixing. Currently when you kill someone when your attacking C to win the map you go and spawn camp them because they respawn faster then you can cap the point. In gravelpit, if you attack C and kill someone or even two people those two people at the start shouldn't be aloud to respawn.
The other two poitns B and C have this to an extent but its not as much as an issue because of the distance Red has to walk.
I just played a couple of rounds and found it to be incredibly excellent. I don't know why you put the laser so high up because I hardly noticed it. The model is amazing and so is the particle effect. Please lower it so all of us will be able to witness it's beauty.
From the gameplay side I cannot really tell which of A or B was the easier of the two to cap. This could either mean I have the attention span of a rodent or that both of the caps were actually balanced in terms of capability. I'll just say it is the latter.
My one problem stems from point C as it is incredibly spammy and feels cramped in many places. Many of the tunnels need to be widened as well as some sort of... well I don't know; some sort of way for the attackers to gain a bit of the advantage over the red. Maybe not. I'll see if I can play this some more and hopefully get a better feel for the map as I can't really say I had done much good in that department with this map.
The map is extremely beautiful and plays great by all standards. Keep up the magnificent work.
The solid crane on top of point A can cause some issues when players try to attack below. Maybe make the tower that the crane is on taller to move the crane out of reach of the player is a good idea.
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