CP Hardwood A7

Also not an innuendo

  1. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

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    Hardwood - Also not an innuendo

    Hardwood - a 3CP map in which you infiltrate a generic facility behind a generic set of roofed structures
    This map has a wierd layout for 3CP, hopefully it doesn't play like garbage as so many of my other maps do!

    Custom content:
    *Giant sequoias by EArkham
    *Landfall assets by Dr. Spud and Nineaxis
    *Construction pack stuff
    *Berry's holographic signs (Autumnal pack)
    *Lack of clipping errors by Pumpko

    Screenshots as of A1:



    As always, all and any feedback is greatly appreciated!
     
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  2. pumpko

    pumpko L2: Junior Member

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    the final piece of the three woods
     
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  3. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

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    This update brings:
    *Made the map a bit slimmer (only slightly but it's something)
    *Fixed RED team resupply cabinets
    *Made some of the areas surrounding last a bit smaller
    *Lowered highground for RED on C to 192HU, from 256HU + made the wall things shorter
    *Shifted C across towards B (which also shifted towards A and C), hopefully giving RED more of a motive to defend it
    *Removed a pillar on C
    *Fixed some minor issues
    *Clipped some stuff
    *Added a little ammo + health
    *Moth remains, unseen
    *Lowered respawn wave times
    *Probably other stuff I'm forgetting, I should also add a little more cover at last because atm it feels a tad open (No corners really!)
    *I am also considering adding a RED+BLU forward spawn so they can defend/attack more easily

    As always, all and any feedback is greatly appreciated.

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  4. pumpko

    pumpko L2: Junior Member

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  5. JakerBiker

    JakerBiker L1: Registered

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    Nice map! I feel like blue should have a second spawn after they cap the first two points. It is a pretty far running distance.
     
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  6. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

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    I will be spending a bit of time making sure this map is A: Properly scaled, B: not confusing to navigate, and C: defendable. I think I'll be making this into a linear 3CP and effectively remake it from the ground up. Thank you to everyone who's tested and given feedback on this map so far, hopefully it turns out well on the other side
     
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  7. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

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    This big big update brings:
    *Fixed scaling
    *Converted to 3CP linear A/D (although C is cut out for now, for testing purposes)
    *Basically just a complete remake
    *Almost forgot Moth

    Screenshots as of A3:


    Thank you to everyone who's tested this already!

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  8. pumpko

    pumpko L2: Junior Member

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    m oth
     
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  9. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

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    This update brings:
    *Blu forward spawn
    *Added a spawn teleport for Red's first spawn
    *Added a sign above their second spawn
    *Moved the cliffside push trigger + fence backwards
    *Fixed some clipping

    The test had very few people on so didn't get much good feedback :(

    As always, all and any feedback is greatly appreciated!

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  10. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

    Messages:
    947
    Positive Ratings:
    499
  11. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

    Messages:
    947
    Positive Ratings:
    499
    This update brings:
    *Added more ammo around the map
    *Widened the main doorway into last so it isn't such a massive choke (still need to deal with the sightline)
    *Added a route between the red highground on last and before the area just before
    *Removed some cover for red on last
    *Nobuilt stuff at B
    *Clipped some things
    *Fixed an invisible brush
    *Replaced a fence with a structure so people stop trying to rocket jump it
    *Clipped some edges near A
    *Added borders so people can't think they can go on (thanks to chin and Startacker for the wonderful model)
    *I don't think anyone has noticed the moth yet
    *Moved some models slightly
    *Adjusted cap times
    *Probably some more small things that I forgot?

    Huge thanks to everyone who tested A5, all your feedback has been taken into consideration even if not implemented yet



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  12. DrSquishy

    aa DrSquishy Probably enjoys hydro too much

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    This big update brings:
    *Remade all connectors between A, B and C
    *Removed the deathpit on A and gave another route there
    *Added more spots to defend from on A, B and improved a spot on C
    *Simplified a lot of routes
    *Changed entrances into B and C
    *Added new forward spawns for both teams
    *Fixed some other stuff
    *Probably more that I forgot? It's been 2 months since I last updated this!
    Hopefully these changes make it less shite

    As always, all and any feedback is greatly appreciated

    screens:


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