CP High Plains A3_1

Actually trying to make a modern Dustbowl, instead of just editing the old map and calling it "Pro"

  1. TheNoobThatWas

    TheNoobThatWas L1: Registered

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    High Plains - Actually trying to make a modern Dustbowl, instead of just editing the old map and calling it "Pro"

    Building from stage 3 outward. Currently this is only stage 3.

    Features:
    • Wider routes
    • Courtyards
    • Layout tweaks
      • New flank for attackers on point 6
      • New alternative routes between points 5 and 6
      • Defenders last spawn is farther back from the control point
      • Forward spawn for attackers
    • Props for reaching different elevations
    • Ramps and clips to encourage advanced movement (trimping/rocket jumping)
    • New layout for CP6, but attempting to stay true to the original
    • QOL Improvements
      • Teams respawn on capture
      • Single respawn room for defending team instead of split layout
      • More doorways to Resupply to combat camping
      • More pickups
     
  2. TheNoobThatWas

    TheNoobThatWas L1: Registered

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  3. TheNoobThatWas

    TheNoobThatWas L1: Registered

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    Changes
    • Reduced size of cp6. Redistributed some space to the red's spawn yard.
    • Many new or moved props obstruct sightlines on cp6, and outside of blues first spawn
    • Increased size of staging area for blue on cp5
    • Old forward spawn is now solely blues forward spawn
    • Blue's forward spawn is delayed by five seconds after point 5 capture. Red team's spawn moves immediately
    • Blue team no longer respawns on point capture; only red team does
    • Reworked shape of cp6
    • Adjusted height of routes
    • changed angles of some stairs to help with rocket jumping
    • Changed stairs on flank to be biased toward blue, made flank smaller
    • Some pickups have moved slightly
    • Time to capture points increased. point 5 increased to 6 seconds, point 6 increased to 8 seconds
    • Set blue team respawn wave to 1 second on point 5, 2 seconds on point 6
    • Set red team respawn wave to 5 seconds on point 5, 8 seconds on point 6
    Additions
    • Added window to blues spawn on cp5
    • Added windows to door inside blues spawn on 5cp
    • Added proper setup gates for blues spawn
    • Added new forward spawn for red between the two control points
    • Added finale on red win
    • Added basic textures to reduce amount of dev textures used
    • Added lights to some dark areas
    • Added door to flank point 6; door opens when cp5 is captured
    • Added red team door to access the silo on point 6
    • Added signage and patches under pickups
    They're are probably more changes which I forgot or was too tired to document.

    Read the rest of this update entry...
     
  4. nesman

    Server Staff nesman master of fast travel

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    I would advise against using orange dev textures as the floor, or really anything. Grey is a good texture.
     
    • Agree Agree x 1
  5. TheNoobThatWas

    TheNoobThatWas L1: Registered

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    I did it for the last playtest and people had trouble seeing because it was so dark, no contrast between the walls and floor. Itll be fine once I change some of the walls to be clip brushes, but in the next patch I'll probably get rid of the rest of the dev textures anyway
     
  6. TheNoobThatWas

    TheNoobThatWas L1: Registered

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    • Replaced dev textures because they were distracting testers; textures FPO
    • Lowered some of the side walls to brighten routes
    • Changed signs pointing to cp6 from decals to models which only enable after cp5 is captured; this fixes confusing signs outside of reds first spawn
    • Reduced height of cliffs outside of blues spawn/reduced size of hill to top of cliff
    • lowered building outcropping to make it easier to rocket jump off of
    • adjusted clips on rock by blues forward spawn to better reflect its position
    • widened peaking hallways in blue spawn
    • added door to the back of the flank to prevent players from entering and reaching a dead end before cp5 is captured
    • Moved info_observer_point on cp6
    • Fixed cones disappearing
    • Fixed draw distance on a ledge prop
    • Added audio cue that blues spawn is moving forward
    • Moved the silo on cp6 back slightly
    • Added third door for red to leave their spawn on cp6
    • Lowered the stairs at the begining of the route between cp5 and 6. Changed the shape so that there are two staircases, one on each side of the small balcony.
    • Moved some rocks on the cliffs on cp5 so that rocket jumping soldiers have some cover to sit on
    • Raised the height of the L shaped ledge on the first corner between cp5 and cp6.
    • Moved health kit on the cliff opposite the silo back to blue's side of the wall. Changed to small health kit.
    • Changed silo on cp6; the door is now ground level and faces the point more directly
    • Changed the tunnel flank on cp6 - the flank now connects to health kit building opposite the silo. this keeps the teams from both gaining access to the others second spawn as easily
      • The tunnel favors the attackers, as a spiral staircase near them will give them the high ground. Ideally it will be used as a safe way to retreat, by going into the trench and then escaping through the flank
      • Red can still make the risky move to go through the tunnel, but they won't be as far behind enemy lines as before

    Read the rest of this update entry...