CP Galilee (5CP)

Discussion in 'Map Factory' started by Gerbil, Dec 26, 2010.

  1. Gerbil

    aa Gerbil

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    So I finally got to making another map, I'm getting my hopes up for this one since it seems like the layout isn't a total disaster. I hope it plays that way too!

    I'll throw this up on gameday sometime. :)

    BZ2 download link: http://dl.dropbox.com/u/1835520/5cp_map/cp_galilee_a8.bsp.bz2

    EDIT: Name is a placeholder for now. couldn't think of a better one.

    EDIT 2: Map is now in the cp contest! I BETTER MAKE IT GOOD THEN. (Thanks Ravidge :))
     
    Last edited: Mar 23, 2011
  2. Engineer

    aa Engineer

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    Screenies look simply nice. Good luck with the contest. ;)
     
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  3. Grim Tuesday

    aa Grim Tuesday

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    Looks a bit linear, not S shape like the other 5 CP's
     
  4. StickZer0

    aa StickZer0 💙💙💃💙💙

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    *cough* Granary *cough*


    ...



    *cough* Well *cough*



    ...



    *cough* Freight *cough*



    ...



    *cough* Coldfront *cough*
     
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  5. Wilson

    aa Wilson Burial by Sleep

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    *Cough* 5Gorge *Cough*
     
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  6. Gerbil

    aa Gerbil

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  7. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

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  8. Gerbil

    aa Gerbil

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    Thanks for that, forgot I used a custom texture for the floors >_>

    I'll release a small fix soon.
     
  9. Mr.Late

    Mr.Late L7: Fancy Member

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    You forgot fastlane! :rolleyes:

    Also the map looks nice :)
     
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  10. Gerbil

    aa Gerbil

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    The test went pretty well, I didn't hear complaints about the layout (there are side routes wilson) but I did forget the signs. That's not much of an issue.

    So what I've gathered is:

    - Work on area between 1st->2nd
    - Add more health kits in 1st/2nd
    - Add signs.

    Should I up the spawn times a bit for the attacking team? seemed like it was necessary.
     
  11. Wilson

    aa Wilson Burial by Sleep

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    It is really fun map, my only major complaints were lack of any flanking route when pushing from cp1 to cp2 and lack of health around second point.
     
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  12. Gerbil

    aa Gerbil

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    Updated to A2
    http://dl.dropbox.com/u/1835520/5cp_map/cp_galilee_a2.rar
     
  13. Gerbil

    aa Gerbil

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    Need to open up last point a bit, maybe adjust some of the levels in the map since the height differences might be a bit too much, especially at second point.

    if any of you have some sketches for ideas for the layout I'd love to see them. Trying to think of how to narrow the map down a bit.
     
  14. Languid

    Languid L5: Dapper Member

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    I actually quite like how 2nd plays, the actual point area is a bit spammy and most of the fighting takes place around it, but its kinda cool. I think your main concern should be changing up last, its really quite a challenge to attack
     
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  15. Lancey

    aa Lancey Currently On: ?????

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    Just noting from the feedback, last should be your priority, considering the past two tests have asked that you make it easier to attack.
     
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  16. StickZer0

    aa StickZer0 💙💙💃💙💙

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    Last was very hard to attack, because there were sentry spots hidden underneath+behind the attackers, so they couldn't damage them, and there were huge sightlines coming out from the end.

    In general, I didn't really notice a problem with sightlines so much as I noticed a problem with the whole map just being quite oversized, especially the height differences, it was never subtle enough, almost all the height changes required either running up a ramp or a rocket jump. Not even a double jump was enough for the majority of height changes :S
     
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  17. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

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    I'll scribble over some screens tomorrow (or today >.>) when I wake up for ya.
     
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  18. Gerbil

    aa Gerbil

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    Here are some of the things I'm changing for A3

    Adding another door from after 2nd to last to give attackers a faster way to access the point. This should also hopefully reduce the effectiveness of sentries at last. I've also made the medium ammo kit into a small kit since resupply is nearby.
    [​IMG]

    I've removed the solid ramp after 2nd and replaced it with a displacement ramp that extends to the walkway that leads to last to help with the whole "up down up down" thing. Also added some cover to the door and ramp to block visibility.
    [​IMG]

    Added displacement ramp near 2nd and added some cover to the 'container hallway'.
    [​IMG]

    Turned the bridge leading to 2nd from mid into a small room to block sightlines and overpowered sentries.
    [​IMG]

    Added a door near 2nd to break up a sightline and give attackers/defenders some cover.
    [​IMG]

    Do these changes seem good? I hope they'll solve most of the problems with the layout. Especially the chokepoint-ness.
     
  19. StickZer0

    aa StickZer0 💙💙💃💙💙

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    "Added a door near 2nd to break up a sightline and give attackers/defenders some cover."
    That won't help defenders much from what I saw, only hinder them. I don't know about attackers however, I never actually captured that attacking myself.
     
  20. Gerbil

    aa Gerbil

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    Updated to A3

    [​IMG]