Kanye was designed as a spur the moment 5CP map. Func_door or Ardy from the Cafe of Broken Dreams was looking for some maps to put up for their weekly Tuesday night test. I said that I'd make one. Kanye was designed in two and a half hours. The map moves between a ravine like middle to large height disparities and close battles in a relatively small map. Expect a lot of push and pull. Note to self: submit by May 11th Special Thanks: A Boojum Snark for the Ultimate Gamemode Prefabs Func_door/Ardy for the idea The Cafe of Broken Dreams for initial playtesting
Looks even more confined than axle, i'm not sure that's a good thing. Open it up and add some cliff ledges. Why kanye?
Because I was really happy for myself, and I was going to let myself finish, but then I remembered that Boojum's two hour map was the greatest map of all time. Also because Facebook said so.
a1a: Kind of weird that the second forward spawn (at the mid), you spawn in a room of the opposite team color. Also, signs outside the forward spawns would be nice.
The opposite team color is due in part to the way I think naturally leading me out the door on the left. I kept running toward my own control points when I was testing alone, so I switched the two spawns. I'll add the signs, though.
This is one of the single most ridiculous posts in context I have ever read in my tenure on the internet.
No. EDIT I'm otherwise finished with A2. Here's the changelog thus far: Textured a few accidentally nodrawed faces. Added signs outside of forward resupplies. Locked the dropdown path at mid when a second point is captured. Adjusted the area around the second point. - Now easier to spot from the elevated path. - Added a door between the point and the defender's spawn. - Lowered the chainlink fence to make it easier for soldiers and scouts to get over. Added a railing behind the last point to stop players from accidentally falling. Changed the ramp from mid to second. Clipped some corners near the dropdown that players could get stuck on. Added more spectator cameras. The distance between the second and final points and the fact that you have to run past the enemy spawn to reach it weren't addressed because they cancelled each other out.
Last feels just as contested to the defenders as it does to the attackers, meaning both teams are just frantically rushing the point.
A3 is out. Download up, changelog down: Added some railings to the balcony over the second point. Adjusted spawn times. Adjusted point capture times. Changed the doors at the forward resupplies to show a "no entry" sign. Made several changes to the last point. - Added railings around the deathpit at the last point. - Added additional signs around the last point. - Added a new route from last to second. - Made the closest route to the last point less appealing. Made several changes to the middle point. - Added player clipping around the barrels at the middle point. - Added a couple of sheds to distinguish team sides. - Reversed the "battlements" near the buildings at the middle point. - Scaled up the water under the middle point. I'll upload some new screens soon
I think the middle CP area is still a little small, and I'm worried how it'd feel cramped with 24 people all rushing it at once. Have you considered adding a second floor and windows to the buildings to the left and the right of the middle CP?
Yes. Then I stopped considering it. I could add them if the cluster becomes a problem but it hasn't so far.