CP Itza a6a

Itza good map

  1. Muddy

    Server Staff Muddy Muddy

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    Itza - Itza good map

    A collaborative effort with @NickTF. It's a single-stage A/D map with two control points and a temporary desert theme.

     
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    Last edited: Jun 19, 2016
  2. Berry

    aa Berry Sharing is caring, and I don't care

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    Itza pretty good map!
     
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  3. zahndah

    aa zahndah professional letter

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    possibly, but Itza bit flat and overscaled in places.
     
  4. Psy

    aa Psy The Imp Queen

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    Itza good
     
  5. EArkham

    aa EArkham Necromancer

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    ...me, ah-Mario!

    [​IMG]
     
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  6. Beef Bucket

    aa Beef Bucket L41: Blessed Member

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    Still, itza pretty rare occurrence for an asymmetrical map to be outstanding in version A1. Itza start, so to speak
     
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  7. Aeix

    Aeix L3: Member

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    Itza much better Mayann map than mine :3
    Are you going for a fully Mayann theme, because the barrel and crate props would suggest some sort of cool pseudo spytech base/Mayann thing. Or are they just place holders?
     
  8. Zed

    aa Zed Certified Most Crunk™

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    Read that as "Got that Mayan Bandwagon fetish"
     
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  9. YM

    aa YM LVL100 YM

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    Itza...

    ...meme already!
     
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  10. Corvatile

    aa Corvatile exercise cawtion

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    I think the big problem with this map is the placement of BLU's forward spawn. In Gorge, the spawn is in the centre of the map width-wise so attackers take all of the paths. Most people on this map seemed to totally ignore the right path.
     
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  11. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    - Astonpeel, 2016
     
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  12. Jekyllson

    Jekyllson L3: Member

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    I can definitely confirm this from experience. I thought that I couldn't push the right side because it split into two further directions, one of which was easily campable by RED Snipers and the other which offered a massive height advantage as well as an extra spawn exit for RED. While either of those might be true, I did notice BLU choosing the left route much more often, and it makes sense, since that seems to be noticeably closer to spawn.

    Also, I have to agree that this is an outstanding map for just an A1, and it's always good to see another "Gorge-style" Attack/Defense map. It's kind of strange how out of the 9 official A/D maps, there are 5-6 different structures, including Dustbowl/Egypt's three two-point stages that increasingly favour RED, Snowplow's two three-point stages with a train, Gravel Pit's A/B/C structure, Degroot Keep's timed twist on Gravel Pit's formula, Steel's dynamic structure, and Gorge's linear, single-stage system. I guess the advantage of having multiple stages and/or non-linear points is that it adds a lot of replayability to a map, but considering that Gorge and Mountain Lab are two of the most well-regarded A/D maps, their linear structure is a proven success, and I'm surprised we haven't seen any more maps like them in the last six years.
     
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  13. Muddy

    Server Staff Muddy Muddy

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    I'm thinking something along the lines of an ongoing excavation. I might hide some Spytech machinery here and there, and I did think about putting a rocket or something in the gap in the ceiling over B. Plenty of time to think about that...

    I did notice that throughout the test. I may try swapping the forward spawn with the scaffolds next to it, or alternatively rework the routes between A and B so that they're both noticeable from one side. As for the size, I'm gonna muck about with B to reduce the size and make Blue's height disadvantage less painful.
     
  14. Muddy

    Server Staff Muddy Muddy

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    cp_itza_a2

    * made both capture times shorter

    * shortened setup time from 75s to 66s

    * adjusted spawn times to be shorter overall

    * reworked B to be smaller and less open, and also to even out height differences a bit

    * re-angled the middle route from A to B to block the sightline going all the way through it

    * removed red's flanky spawn exit

    * reworked routes from A to B so that both routes are equally accessible by BLU from their forward spawn

    * fixed players falling down a gap just outside BLU's first spawn

    * added and moved health kits and ammo packs

    Read the rest of this update entry...
     
  15. Viperi

    aa Viperi not actually a snek

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    Itza become a nice meme
     
  16. Jekyllson

    Jekyllson L3: Member

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    Muddy, you may want to consider adding a death pit with spikes somewhere on the map, for the sole reason that everyone could refer to it as the "Itza trap". ;)
     
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  17. Viperi

    aa Viperi not actually a snek

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    Mayann excavation site with traps. That would be cool!
     
  18. Muddy

    Server Staff Muddy Muddy

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  19. Viperi

    aa Viperi not actually a snek

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    Itza already 3. :eek:
     
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  20. Aeix

    Aeix L3: Member

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    Itza lot better now, particularly around B, but from the imp I think you pretty much need to compress everything from blue spawn to A, to prevent snipers from having too much fun or making the map feel too open.
     
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