CP Last Call a11

2cp frontline theme with coastal and cathedral elements.

  1. squ1rrel

    squ1rrel L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    71
    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. squ1rrel

    squ1rrel L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    71
    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. squ1rrel

    squ1rrel L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    71
    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

    Messages:
    71
    Positive Ratings:
    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. squ1rrel

    squ1rrel L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    71
    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

    Messages:
    71
    Positive Ratings:
    146
    • Thanks Thanks x 1
  7. squ1rrel

    squ1rrel L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    71
    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. squ1rrel

    squ1rrel L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    71
    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. squ1rrel

    squ1rrel L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    71
  10. squ1rrel

    squ1rrel L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    71
  11. squ1rrel

    squ1rrel L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    71
    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.

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  12. squ1rrel

    squ1rrel L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    71
    FIXED/ALTERED:
    A:
    -Reduced size of area outside blue spawn slightly
    -Clipped roof of barn
    -Removed a small ammo pack
    -Made cliff route more visible and accessible

    B:
    -Increased port cullis speed
    -Added a more open flank
    -Changed Red's spawn exit to B
    -Increased red spawn time
    -Removed parts of balcony over B and changed cover

    GF:
    -Changed buffer area between A and B to be more useful for Blu to hold
    -Lowered Blu's respawn wave timer
    -Blocked off an under used flank route for now...

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  13. squ1rrel

    squ1rrel L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    71
    FIXED/ALTERED:
    A:
    -Removed underused flank
    -Adjusted location of current flank route
    -Clipped space above arches
    -Extended platform for Blu's forward spawn
    -Enabled collisions for spawn door prop

    B:
    -Cathedral interior redesigned!
    -Both spaces connected now, B is inbetween them
    -Bridge across from Red's highground
    -1 way door is gone (yay)
    -Adjusted Red's spawn placements

    GF:
    -Fixed overlay
    -Geometry outside cathdral changed to have ramps
    -Less empty too
    -Lowered Red's respawn time on last

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  14. squ1rrel

    squ1rrel L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    71
    FIXED/ALTERED:
    A:
    -Removed clipping over arches
    -Removed grass from buidlings
    -Clipped some roofs
    -Put glass in empty window
    -Added a window to make sentry spot more visible to attackers
    -Nerfed sentry spot for red in train crash house
    -Added high ground for Blue before first- too vunerable otherwise

    B:
    -Now more spacious, columns thinner
    -Extra flank route added
    -Blocked Red's direct access to second balcony
    -Blocked gaps in wall where tank is
    -Noclipped a doorframe
    -Increased portcullis speed

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  15. squ1rrel

    squ1rrel L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    71
    FIXED/ALTERED:
    A:
    -Ramp spawns in by Blu's fwd spawn once 1st is captured

    B:
    -Moved Blu's attack balcony slightly further away
    -Made main route to B tighter
    -Added more cover to Red's balcony

    GF:
    -Clipping

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  16. squ1rrel

    squ1rrel L4: Comfortable Member

    Messages:
    157
    Positive Ratings:
    71
    A:
    -Clipped off train- allows strong sniper spot
    -Added fences to cliff route-harder to be airblasted off now
    -Widened end of cliff route
    -Fixed solidity of ramp
    -Fixed a displacement showing on other side of brush
    -Fixed z-fighting on cliff
    -Raised death trigger off cliff- people can respawn faster then

    B:
    -Blocked other side entrance to point
    -Added extra room for Red to defend the attack balcony
    -Drop-down also added for Red flaking opportunities
    -Cap zone moved slightly nearer Red's balcony

    gf:
    -Clipping
    -Made room more useful by adding small hp

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