Kanye

CP Kanye a7

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lana

Currently On: ?????
aa
Sep 28, 2009
3,077
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
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
Put your diamonds in the sky if you feel the vibe.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,077
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.
 

Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
411
OH MY GOD!! (my steam name is: Lev.98.99 Kanye Wes(t) ) werid. I like the map though :O
 

Snacks

TODO: Clever title
Oct 15, 2009
121
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.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,077
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.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,077
Have the decency to use a .zip file.

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.
 
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Okrag

Wall Staples
aa
Jun 10, 2009
1,029
Last feels just as contested to the defenders as it does to the attackers, meaning both teams are just frantically rushing the point.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,077
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
 

Zhan

L5: Dapper Member
Dec 18, 2010
208
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?
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,077
Yes. Then I stopped considering it. I could add them if the cluster becomes a problem but it hasn't so far.