CP Last Call a6

2cp frontline (soon to be) theme with sea and cathedral elements.

  1. snowsquirrel

    snowsquirrel L3: Member

    Messages:
    146
    Positive Ratings:
    37
    Last Call - 2cp frontline theme with sea and town elements.

    BLU must capture a destroyed train station. A station next to the cliff? Don't ask me... then the town must be captured while RED defends the church.

    Currently no frontline assets but this will be added as less modifications are required. I felt moving trains weren't necessary but lets see what others think.



     
  2. snowsquirrel

    snowsquirrel L3: Member

    Messages:
    146
    Positive Ratings:
    37
    FIXED/ALTERED:
    A:
    -Fixed Blue spawn points
    -Added visual info to stop players walking from spawn off cliff
    -Removed rock jump thing on the far flank
    -Removed the annoying jumps on the flanks
    -Made far flank slightly more visible
    -Made visibilty of house next to flank better
    -Added small hut, altered trench next to it, added room under hut
    -Added more cover on platform, slightly moved ladder

    B:
    -Adjusted cover on canal
    -Added small ammo pack in buidling's lower room
    -Hopefully less collisions with skybox
    -Blocked sightline from B slightly

    GF:
    -Changed trigger_hurt to fall death
    -Nocliped tracks
    -Fixed z-fighting
    -Replaced sloped clips on roofs with normal clips
    -Trench slopes should be less bad (added stair props)

    Read the rest of this update entry...
     
  3. snowsquirrel

    snowsquirrel L3: Member

    Messages:
    146
    Positive Ratings:
    37
    Size of the map overall increased. Redesigned many areas.

    FIXED/ALTERED:
    A:
    -Partially redesigned
    -Area before A extended, redesigned
    -Added collisions to some fences
    -Added connectors to flanks so they feel less isloated
    -Addjusted cap time

    B:
    -Clipped spawn doorways
    -Complete redesign woohoo!
    -Now inside a church
    -Feels like a proper last point now?
    -Lots of height variation but Blue should have a better chance hopefully

    GF:
    -Lowered respawn time for blue when attacking last
    -Changed skin on sign to match control point
    -Added a forward spawn for Blue

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  4. Hoplitejoe

    aa Hoplitejoe

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    146
    Hey there! Me and @chin recently played your map and gave some feedback. The quality isn't great, and you can bairly hear me, but you may find it useful still.

     
  5. snowsquirrel

    snowsquirrel L3: Member

    Messages:
    146
    Positive Ratings:
    37
    Hey I'd love to watch it but I get this error message "This video contains content from UMG, who has blocked it in your country on copyright grounds."
    Something to do with music I think? If you can solve this, that would be great.
     
  6. Hoplitejoe

    aa Hoplitejoe

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    71
    Positive Ratings:
    146
    • Thanks Thanks x 1
  7. snowsquirrel

    snowsquirrel L3: Member

    Messages:
    146
    Positive Ratings:
    37
    Thanks. You guys have raised some good points. I definitely agree with the fb on A's layout. (I gotta find a way to keep those nice arches too)
    I think I'll just reduce the space and distance between A and B to avoid the need for 3 control points. (3cp a/d caused me too many headaches last time lol)
    As for B, I agree the height variation is too dominant and the low ground is underused. Keeping the art style of a church/cathedral will be hard but not impossible I don't think.
     
  8. snowsquirrel

    snowsquirrel L3: Member

    Messages:
    146
    Positive Ratings:
    37
    FIXED/ALTERED:
    A:
    -Removed clipping for a small hut
    -Reworked buildings to be more defender sided

    B:
    -Moved some gravestone so players can't get trapped
    -Removed an entrance to the church balcony
    -Lowered height of balconies to 256hu
    -Added another entrance to the low ground
    -Added Blu sided one-way door to balcony above B
    -Balcony above B made smaller

    GF:
    -Reduced distance between A-B
    -Adjusted width of geometry in a connector
    -Increased max time to cap to 10 mins
    -Increased set up time to 75 seconds
    -More health/ammo

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  9. snowsquirrel

    snowsquirrel L3: Member

    Messages:
    146
    Positive Ratings:
    37
  10. snowsquirrel

    snowsquirrel L3: Member

    Messages:
    146
    Positive Ratings:
    37
  11. snowsquirrel

    snowsquirrel L3: Member

    Messages:
    146
    Positive Ratings:
    37
    FIXED/ALTERED:
    A:
    -Increased size of cap zone to be inside part of building
    -Reduced effectiveness of sightline

    B:
    -Enabled collisions on some metal props
    -Replaced the big metal fence with glass

    // More testing of the layout needed overall. For now I'm keeping the tunnels as they are not causing that much harm.

    Read the rest of this update entry...