Itza

CP Itza a6a

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Muddy

Muddy
aa
Sep 5, 2014
2,489
Last edited:

EArkham

Necromancer
aa
Aug 14, 2009
1,618
...me, ah-Mario!

mario_logo.png
 
Aug 30, 2015
350
possibly, but Itza bit flat and overscaled in places.

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

Aeix

L3: Member
Feb 14, 2016
147
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?
 
Nov 2, 2010
353
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.
 

Jekyllson

L3: Member
Jun 20, 2015
115
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.

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.
 

Muddy

Muddy
aa
Sep 5, 2014
2,489
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?
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 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.
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.
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.
 

Muddy

Muddy
aa
Sep 5, 2014
2,489
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...
 

Jekyllson

L3: Member
Jun 20, 2015
115
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". ;)
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,023
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". ;)

Mayann excavation site with traps. That would be cool!
 

Aeix

L3: Member
Feb 14, 2016
147
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.