Jess

CP Jess72 A4

Muddy

Muddy
aa
Sep 5, 2014
2,581
4,597
a2:
* added a round timer
* added lights to the buildings that had no lights
* re-did spawn zones and final control points entirely
* made some large empty rooms less large and empty
* blocked off shortcut cos it was a dumb and poorly-implemented idea
* added spec cams
* improved lighting and made the indoor areas less depressing
 

Muddy

Muddy
aa
Sep 5, 2014
2,581
4,597
a3:
* control point props now change colour when captured
* opened up a third route to final
* tightened up outside area
* lit up a dark flank route at final
* added a clip brush I forgot in the last version so people can no longer get out of the map (hopefully)
* shortened mid cap time from 8 seconds to 6 seconds
* fixed Blue being unable to block Red from capturing their final control point
* other misc changes
 

Muddy

Muddy
aa
Sep 5, 2014
2,581
4,597
a4:
* started detail pass cos why not
* tightened up a couple more large rooms
* disabled collision on some props
* added medium health kit at mid
* increased control point cap times
* replaced temporarily-smooshed-together barrel_crates with better-looking piles of crates and barrels
* various other changes and fixes I didn’t keep track of

R6T8zOC.jpg

NPJC1UV.jpg
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
Slagfall was a 3-CP, though I dropped out the contest, so guess it doesn't matter much
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
-snip-
:/

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Welcome to the club :jimijam:

The 3CP mapping meta should eventually prevent this stalematey-ness. I want to redo my map from scratch once the judging passes.
 
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Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
I personally should've reduced the cap times on the last points and scaled downwards throughout the map.

hindsight.jpg
 

Lain

lobotomy success story
aa
Jan 8, 2015
723
757
3p is a pretty flawed gamemode above anything other than 6v6. Too bad too because a lot of these maps are fun to play on.
I think the main problem is that they cant have the buffer zone that 5cp has without making it stalemate city like Powerhouse has, ultimately only two choke points. Its either a stalemate or a roll. The only time i have ever seen it sway is when the winning team gets scrambled and the best heavy/soldier players get on the losing side.
Another problem with this is that the gamemode doesn't exactly transition smoothy into 5cp or koth so you cant salvage good map design easily and throw it into another gamemode.
 
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MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
915
1,545
Honestly I don't think its the gamemode, but more that the level design for 3CP is approached in the same way as 5CP, with a hard to push last.

I think that it was really noticeable in cp_tidewater that the final point was fairly easy to cap, even if only a few people assaulted it. This kept the map from stalemating, but there was still a lot of to and fro across mid.

TL: DR Tidewater's mid is sort of stalematey and it's last is easy to attack, and it made 3CP really fun