- Jul 6, 2009
- 35
- 13
Lumbercamp is a ABC control point map set in the mountains, it's a large and open map on an attempt to accomodate big crowds for the 32 players/instanspawn servers; but it also works great with standard rules.
B is still boring...to me...but that doesn't mean everyone should ignore B.The sentries built on B can no longer be outranged; but it's still advisable to keep a sniper nearby.
The catwalk I added on A is probably the most detailed object on the map, once again I got carried away...I just love modelling trusses. But it is also an attempt to test a theory of mine: the players tend to dwell or pass more often around areas or objects that are more detailed than what's around them; if it's true players will use the catwalk extensively to reach the roof on A (I want them on the roof), I also think the catwalk might be a solution to a problem with people who jumped into the pond they had no way to get back on track, they were left on a pit with only one way out and that was going towards RED's defenses...everyone who fell died or if they stayed on top they died to the snipers...let's see how that goes now.
The new path to C has one entrance through the railroad on A. This path is only accessible to soldiers, demoman and FAN scouts (as far as I know). The explosives jump may be tricky and the reason of this is to keep very few people taking that path. The idea is that path would be useful on 32 player servers when attacking C; many times I have been on servers where the defense has entrenched sooo much that no ammount of ubers can get through and that point becomes a huge meat grinder, I have looked for another way to get there, but guess what there is no other way to get there. I think I have added something that may give some space to breathe on those crowded servers however on servers with standard rules the "difficulty" to get there would not be worth it since there are still other easier more obvious ways to reach C.
Another reason for me to want very few people getting there is that the path has it's exit right on top of C, if an offensive engineer were to setup up there that path would turn into any of those wretched tunnels on Dustbowl; I like Dustbowl but I don't want tunnel fights on this map.
And that's all I have to say about this alpha. It's not like many people are going to read this...anyways.
B is still boring...to me...but that doesn't mean everyone should ignore B.The sentries built on B can no longer be outranged; but it's still advisable to keep a sniper nearby.
The catwalk I added on A is probably the most detailed object on the map, once again I got carried away...I just love modelling trusses. But it is also an attempt to test a theory of mine: the players tend to dwell or pass more often around areas or objects that are more detailed than what's around them; if it's true players will use the catwalk extensively to reach the roof on A (I want them on the roof), I also think the catwalk might be a solution to a problem with people who jumped into the pond they had no way to get back on track, they were left on a pit with only one way out and that was going towards RED's defenses...everyone who fell died or if they stayed on top they died to the snipers...let's see how that goes now.
The new path to C has one entrance through the railroad on A. This path is only accessible to soldiers, demoman and FAN scouts (as far as I know). The explosives jump may be tricky and the reason of this is to keep very few people taking that path. The idea is that path would be useful on 32 player servers when attacking C; many times I have been on servers where the defense has entrenched sooo much that no ammount of ubers can get through and that point becomes a huge meat grinder, I have looked for another way to get there, but guess what there is no other way to get there. I think I have added something that may give some space to breathe on those crowded servers however on servers with standard rules the "difficulty" to get there would not be worth it since there are still other easier more obvious ways to reach C.
Another reason for me to want very few people getting there is that the path has it's exit right on top of C, if an offensive engineer were to setup up there that path would turn into any of those wretched tunnels on Dustbowl; I like Dustbowl but I don't want tunnel fights on this map.
And that's all I have to say about this alpha. It's not like many people are going to read this...anyways.
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