Last Call

CP Last Call a17

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
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.

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squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
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)

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squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
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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Jul 30, 2014
75
153
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.

 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
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.
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
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.
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
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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squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
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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squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
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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squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
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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squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
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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squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
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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squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
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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squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
A:
-Made flank route more noticeable
-Made rubble prop less obstructive
-Clipped small frames by A
-Clipped wall next to resupply
-Fixed visual error on transition ramp (like on egypt)

B:
-New area with a new capture point
-Features a railway, bridge and buildings to enter

C:
-Dropdown only one-way
-Added more cover for Red
-Added buffer zone before cathedral of medieval buildings
-Hopefully easier for Blu to have a forward hold

General:
-Adjusted repsawn times
-Added forward spawns for both teams

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squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
Its been a while... uni has kept me busy.

A:
-Nerfed sniping balcony at A slightly
-Made windows in upper hut glass
-Lowered ammo availability

B:
-Removed need for ramp for Red spawn
-Added props by window sentry spot
-Removed a window prop
-Added hp in Blu's flank route


C:
-Removed dropdown
-Decreased respawn timer for Red
-Increased respawn timer for Blu

GF:
-Clipping

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AlexEatDonut

L3: Member
May 9, 2018
125
52
The map looks impressive, but it's really chokepoint - ish when going to the final point. The left side to B (from an attacker point of view) is rather useless as the window are hard to go throught, and it feels like you could go further.
Red's first spawn and Blu's final spawn has only 1 exit, and it's bad, as spawn camping can be a big problem.
As defenders, it's easy to defend last as a phlog pyro, you can lock down the "main entrance" and go spawncamping afterward.

It has potential. I hope this map will be succesfull.
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
Thanks. Good points raised here. C will definitely need to be less cramped. It's always had a problem of being a massive choke... I have a few ideas about it in the meantime on how to fix this though!