CP Heatwave

SSX

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Feb 2, 2014
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Originally cp_ferrum by Tarry H Sruman, I've taken it into my hands and will begin work on it when I can. I love the layout of this map, and would hate for it to go to waste, so I'll try fixing up some of the areas to be more combat friendly.

Known Issues (As stated by Tarry)
-B was pretty bad and needs a redesign
-Instances are included, but you'll need to redo the file paths. The instance names are self-explanatory
-Spawncamping at A was a big issue in the later tests.

Known Issues to Me Currently
-Balancement issues.

What I Plan To Do
This may very well be some sorta idea that may, or may not go into effect. Currently, it will only be a 2CP map like Gorge. If/when I do complete all the problems on the current stage, I may move ahead to a 2nd and 3rd stage.
 
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SSX

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Feb 2, 2014
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Made a change to B point by adding a bridge over the gap and adding a medkit under it, along with a building on the other side connecting both spawn room doors for RED. Also raised the ceiling on the outside area in the 2nd picture.

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SSX

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Feb 2, 2014
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Updated to A2. Current things I still need to do is in my list.
 

SSX

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Feb 2, 2014
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Updated to A3.

A3:
-More Optimization
-Optimized areas more efficiently
-Replaced small health kit, with small ammo kit near point B
-Added small health kit, and medium ammo kit inside building by point B
-Moved around ammo and health kits near point A
-Added a third route to point B
-More signs instructing player direction
-Adjusted crate near A so players could crouch jump onto the platform area.
-Added a ramp behind A to get up to platform area.
-Outlined capture areas.
-Lowered Capture times
-Increased time limit
 
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SSX

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Feb 2, 2014
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Updated to A4. Download it here.

A4:
-Pushed back Blue Spawn by about 350 units.
-Added ramp up to elevated building by blue spawn
-Added small shack near 2nd Entrance
-Large Health and Ammo kits in small shack
-Added more cover to elevated ground outside blue spawn
 

SSX

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Feb 2, 2014
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Updated to A5. Download it here.

A5:
-Added height variation to point B area
-Planted some rocks around the bridge to take up some open space
-Increased time limit to 20 on A point
-Increased time limit to 8 on B point
-Detailed a bit in area between A and B
-Re-arranged some ammo/health spots
-Removed props that would allow players to reach certain areas with ease.
 

SSX

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Feb 2, 2014
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Updated to A6:

A6:
-Smaller details around blue area to make it feel less open
-Fixed some broke displacements
-Reverted the cave between A and B, and curved just the ceiling
-Fixed an area where players could jump on a roof
-Sign Adjustment
-Noted Issues with the doors launching players. Looking into it.
 

SSX

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Feb 2, 2014
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Updated to A7, download here.

A7:
-Fixed bug with doors that would launch players after walking through
-Areaportal adjustment
 

SSX

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Feb 2, 2014
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Updated to A9, download here.

A8:
-Added new building to connect two routes between A and B
-New Platform outside 2nd slide door
-Cover Added to cliff area on left side of B
-Ramp added to building on right side of B
-Removed some Hint Brushes for more efficiency
-Small Ammo moved into new building
-Added small health into top floor of new building
-More detail added to area near Blue Spawn
-Raised skybox height by 1000 units, but added clip texture to prevent any higher than the original skybox
-Changed Red Door speeds from 500 to 600
-Adjusted rock near B to block line of sight for snipers
-Areaportals adjusted to render more effectively
-Crates added to block sniper line from B right spawn to building across bridge.
 

SSX

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Feb 2, 2014
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Updated to A10. Download in OP.

-Widened doorway on right side of A point coming up from sewer area
-Fixed area where players could get on a rooftop near RED spawn
-Disabled shadows on all doors
-Removed sewer vent to prevent player confusion
-Added 'Dead End' sign to far left route out of B point's area
 

SSX

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Feb 2, 2014
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A11 is now up for download.

A11:
-Added a new building in transition between A and B
-Changed a Full Ammo Pack into a Medium Ammo Pack
-Added a Full Ammo Pack in new building route
 

SSX

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Feb 2, 2014
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A12 released

A12:
-Increased Setup time by 30 seconds.
-Adjusted building in between A and B for better optimization
-Added new building section to the side of B
-Pushed back the bridge on B
-Removed 1-Way Door after A
-Added Third Exit to Blue's Base
-Adjusted Red's base, and gave directional arrows for players to see other exit
-Disabled shadow's on health boxes.
-Made A's Capture Zone bigger
 
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Bunbun

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May 18, 2014
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If this is multi-staged, i recommend using this as 2nd or last, because throughout all the game plays of heatwave, defending and attacking are just as difficult as gorge. As in dustbowl, the first stage is planned to end quickly, and 2nd stage is a bit more difficult, final stage is very tough, so thats my feedback (its a really good map, you really should get it to release candidate)
 

SSX

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Feb 2, 2014
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Updated to A13

A13:
-Re-Added the one way door between A and B, now opens up permanently after A is capped.
-Added a raised ground area outside Red spawn
-Added a platform into the A point house. Testing Engineer efficiency here.
-Minor Detailing
 

SSX

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Feb 2, 2014
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Updated to A14.

A14:
-Fixed "Dead End"
-Opened up Balcony Area in building before B
-Readjusted an areaportal
-Removed Crates at B
-Moved Fence by B 32 units up.
 

SSX

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Feb 2, 2014
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Updated to A15

A15:
-Reverted back to old version of building before B
-Some detailing
-Removed a hallway near B and replaced it with open ground...with a rock.
 

SSX

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Feb 2, 2014
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Just doin some detailing...

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