Hazyfort

CP Hazyfort RC6

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Asd417

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Mar 20, 2016
1,461
1,035
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Changed the lighting to improve visibility.

also:
added a set of health and ammo around the first control point for red team

moved the healthpack close to blue spawn a bit so that it's next to the ammo.

widened the bridge.

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Asd417

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Mar 20, 2016
1,461
1,035
Increased cap time for the second point from 12 seconds to 15 seconds.
Added a window for red team to use to defend the first point.
Added a nobuild on top of the building in front of the blue spawn.
Created a path for the river in front of blue spawn. It is now connected to the first point's river section.
Added a cover in front of blue spawn to block long sightlines into the river area.
Blocked one of three entrance to the room which is next to the market flank.
Removed an ammo pack from the market flank.
Added a nobuild on the roof of the building next to the entrance of the room which is next to the market flank.

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Asd417

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Mar 20, 2016
1,461
1,035
Opened up the side flank next to the first point to blue team
Moved the side flank to further penetrate red territory
Added a medium health and ammo in the side flank of the first point
Removed the medium health pack that was under the bridge
Increased the red spawn room
Capping the first point now increases red respawn time to 10 seconds (from 9 seconds)
Added a side area in the river flank for blue engineers to build their teleporters if they want. (also for providing cover for blue team in general)

I had to guess with these changes because there were no constructive feedback for a5. Please make sure you at least try to give constructive feedback during the playtest session.

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Asd417

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Mar 20, 2016
1,461
1,035
Reverted all the changed made in a6 back to a5 since none of it worked. (almost)

Opened up the side flank for blue.

Increased respawnwavetime for the forward blue spawn from 4 seconds to 5 seconds.

Added crates around the point and some other places for more cover.

Replaced a skybox brush above the second choke with playerclip brush

One of red team's spawn door is now on a highground. This should alleviate spawncamping

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G.bo

L4: Comfortable Member
Sep 24, 2017
180
195
^ best update since sliced brushes
 

Asd417

Sample Text
aa
Mar 20, 2016
1,461
1,035
Removed the stair path under the red balcony because it was too strong to play pyro as blue and use the path. Almost no players expected a pyro or a heavy to pop out and the unexpected red players would just instantly die. If a heavy medic pair just turtled there, red is completely denied from using the ground floor which was just bad.

Added stairs to allow rotation between the water flank and the house. This was done to compensate the removed staircase.

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