Irrigation

CP Irrigation a5

puxorb

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Dec 15, 2013
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I guess I should make a thread for this. It was tested once before.

Thanks to Ynders for the map name.
 
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puxorb

L69: Emoticon
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Dec 15, 2013
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A2 Coming whenever I feel like it but probably soon.

E26691530C0B5F46958B870633943DFBA1D6452E




EDIT:
New building behind Cap B, as well as some signs.

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puxorb

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Dec 15, 2013
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Updated to A2

-Made it easier to get onto center cap building.
-Changed health/ammo pack placement.
-Added lots of signs.
-Added new area around B for better defense.
-Changed respawn and capture times to give defending teams a better chance.
 

puxorb

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Dec 15, 2013
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I made a3 like two years ago and then forgot about it.

The map is seriously flawed around 2nd capture (and all the passages that connect it) so I plan on remaking a large portion of it.

Maybe I can make it not-suck.
 

Lain

lobotomy success story
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Jan 8, 2015
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I think it's fun in a weird CP_Well kind of way. From what I remember playing it, it really just needed some tightening up. Last was fun though, don't change that too drastically <3

And with mid, you could reduce its width by like 256 units both ways and it would be super good. Also adding some more areas for people to get onto height and removing those weird underwater tunnels I remember seeing once or twice.
 

puxorb

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Dec 15, 2013
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I like the tunnels but I'm going to try to tighten things up so they might end up getting scrapped.
 

YOYOYO

47 crashes and counting
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Jul 10, 2017
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hey, how did you make the roofs on some of the round topped barns, like on red. They look amazing.
 

puxorb

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Dec 15, 2013
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I revived this 3-year-old bad map, and reworked a lot of the layout around control point B to streamline it and make it simpler. The sewers actually lead to somewhere useful now, and I simplified tons of useless rooms and removed a lot of doorways.

Hopefully there are some positive gameplay changes instead of it just looking nicer.

Read the rest of this update entry...
 

puxorb

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Dec 15, 2013
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-Added a larger open door to the defending platform outside B, with staircases with easy access in and out of the control-point room. (This should make it easier to built engineer nests).
-Made C (mid) slightly narrower (128hu on each side) to give people more cover and make the map a little less open. (Its also easier for engineers to build sentries here too!)
-Changed pickup placement around B. There is now a higher risk-reward tradeoff with full health and ammo packs in the sewers.
-Lighting is a bit improved.
-Displacements are a bit improved.
-Added white stripes to the edges of perch-points to make them more visible.
-Did some minor optimization with areaportals.

Read the rest of this update entry...
 

puxorb

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Dec 15, 2013
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any interest in 6v6 for this map?
Not really, no. I made it purely with casual in mind back in 2015. I think it has too many quirks to work well with any competitive game mode, though if people are willing to try, that would be really cool!