Lacuna

  • Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.

Geal

L4: Comfortable Member
Aug 16, 2009
162
Made for the 72-hour mapping contest. Originally called 72_cp_geal for the contest, then I changed it a bit and titled it cp_lacuna, THEN I remade it into a 5CP map! Wowzers!

Currently planned gameplay changes:
I DUNNO I NEED TO TEST IT MORE
 
Last edited:

Geal

L4: Comfortable Member
Aug 16, 2009
162
BUMP FOR A1, AN OFFICIAL RELEASE AND A NEW NAME OH BOY

A1 Jun 15th:
-Changed some ammo/medkit sizes and placement.
-Reduced cap time for Cap A.
-Altered BLU respawn wave time.
-Changed routes in building between cap A and B to give blu a more usable height advantage.

edit: Any way to change the name of the thread? :(
 

McNuggetFiend

L3: Member
Jun 22, 2009
149
I love how this map is, a nice simple Gorge like map. Gorge is very popular on my server and I'm very much keeping an eye on this one for when it is detailed. Keep going! :D
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
Not too shabby! In the circled red area, nothing really happened, no fighting and no point in red sticking their noses here. I would suggest converting this area and the building in to open area, and push the building up to the blue area (with the circly bits being doorways).
The pink is meant to be a mid ground, not quite as high as the surrounding high grounds, but not ground level.


I don't have any gripes with this layout, it works okay, but the point definitely needs to be made more exciting. I'm not too happy with the area out of red spawn, so many of those silly gates, and all those stairways. Get rid of the stairs there, and put them connecting the ones next to the point.
I made the red overlooking building with windows, I personally would make them solid. I also would have a wall/fence at the bottom of the stairs to provide a bit of cover both ways.
I put a question mark for the blue route to the left, as it's just a suggestion; if you do implement it, I would say you don't need that back route. It's quite an advantageous area to have, so I think it should need some risk getting to it.
 

Geal

L4: Comfortable Member
Aug 16, 2009
162
Awesome, thanks a ton for the suggestions. That outdoor area in front of blu was originally meant as a place for red to try and initially hold blu back, but it wound up being a lot smaller than I originally planned so it barely sees any action. I'll definitely open it up and see if it brings in more battles.

Interesting suggestions for the first point, are you suggesting converting the outside area on the attacker's side of the first point into a building? It could work, but I'd be worried it wouldn't give blu enough room to fight and try and push. I dunno I'll see what I come up with.

I love your ideas for the last point! When I was designing it I was sort of at a mapper's block for laying it out so I kinda just went with whatever. I'll definitely take your ideas into account and work with them. I was originally a bit hesitant about adding direct stairs from that middle level up to the upper area, because red could easily just run there if they needed to get to their spawn. Hence why I added the stairs - they weren't originally meant to be so windy, but when I actually sat down to make the map my original layout wouldn't work, so I had to sort of throw them together. I suppose if anything I could just move red spawn back, if it turns out to be a problem. Also, what would you suggest be in that building? Health/ammo? Or just a safe place to watch the battle?
 
Last edited:

lucky

¯\_(ツ)_/¯
May 25, 2009
583
Hmm, well if you do move the spawn back, then it would definitely be a viable place for health and ammo. But yes, I mostly intended it as a safe spot, and medics/dispensers could sit there safely at the cost of being able to actually defend the point, but being able to see when it's time to move out.
With the barrier thing I added in between the stairs, you need to go around quite a bit to get up to the top, but coming down is fairly easy.

For the first point, pretty much yes! I saw it as blue having a lot more cover shooting on to the point and clearing it up, so I tried to add more fighting ground to the flank (pink ground) to sort of counter this, but I don't know how exactly it would turn out. You might be able to do wonders with the first area! I would like to see it opened up a lot more outside the blu spawn though :)