CP Maintenance Yard A7

Attempt at making a 5 CP

  1. F4NGS

    F4NGS L2: Junior Member

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    Maintenance Yard - Attempt at making a 5 CP

    Maintenance Yard A1

    This is the first time I've tried making 5 CP map. I really like how some areas are coming out though I need to fully develop / flesh out some areas as well. Though the map is built enough for a alpha one playtest. Hopefully the map feels balanced from both attacking and defend sides. I'm really excited to playtest it and see if the map works. There is a train hazard on one of the routes to the 2nd CP which should be fun to watch it get cheeky kills on players. You can also jump onto the train and ride it across a section of the map as well. (It's a working title for now..)
     
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  2. F4NGS

    F4NGS L2: Junior Member

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    A2

    - lowered height of nipple at mid
    - Shorten length of cap zone at cap, so you can't cap on platform near point
    - resigned a more direct route to mid that crosses train tracks
    - removed flatcars at mid
    - added no entry texture to forward spawn gates
    - fixed train doors ~
    - new flank that follows train path to 2nd and 3rd points (can only access when train is passing)
    - new route for defenders to 2nd point.
    - made left flank into last more open and added health and ammo packs
    - made the door ways into last larger
    - moved/added some health and ammo

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  3. F4NGS

    F4NGS L2: Junior Member

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    A3

    - changed train gates from func_rotating_door to func_door so they slide open to stop the doors from getting stuck on players when rotating
    - changed mid cap zone to original size
    - added orecars to mid
    - opened up area under 2nd CP

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  4. F4NGS

    F4NGS L2: Junior Member

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    A4
    - Changed last point's cap time from 2 to 4 seconds
    - Changed 2nd point's cap time from 6 to 8 seconds
    - Changed mid point's cap time from 11 to 12 seconds
    - added lip to spawn gates so they dont z clip with door frame
    - replaced orecars with containers at mid
    - replaced metal barriers at 2nd CP with brush walls with windows
    - shorten width of hurt trigger on trains
    - clipped some stuff

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  5. SnickerPuffs

    aa SnickerPuffs (*single chuckle*)

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    During yesterday's playtest I noticed that the trains had a number of flat platform cars one after the other, allowing players to ride them to quickly get to the other side of the map. Unfortunately, the train goes too fast for this to be as useful as it could be.

    I know you have the train acting as a hazard, so it has to move quickly, but if you could slow it down just a bit to make the platform cars more reliable that would be fantastic.
     
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  6. F4NGS

    F4NGS L2: Junior Member

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    Thanks for the feedback! I've been thinking about reducing the speed. There has been about a 4 second window while the train is passing that players can jump onto the flatcars and hitch a ride across the map. So players need to react quickly for a high risk high reward flank. Though it can be awkward with the trains current speed and a short window of opportunity. I'll reduce the train's speed for the next version. Probably from 1024 to 896.

    I'm hoping to see the freighthopping used to help flank against a strong defensive team. Help get picks, get behind to take down sentries, and even a coordinated team push after hopping off the train to all storming in all at once.
     
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  7. F4NGS

    F4NGS L2: Junior Member

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    A5
    - removed train flank to last
    - replaced flatcars with boxcars on trains
    - the train is now shorter
    - shorten distance time to take flank with grass to 2nd
    - added new flank to 2nd that leads under point
    - added to platforms at 2nd
    - added drop down to full health pack near 2nd
    - added to lobby before last
    - moved spawners at last closer to spawn gates

    :D

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  8. F4NGS

    F4NGS L2: Junior Member

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    A6
    came back to work on this map after not touching it for several months. scrapped most of it though kept allot of the design of last and 2nd capture points. removed the train gimmick and worked on shortening the distance between points.



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  9. F4NGS

    F4NGS L2: Junior Member

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    A7

    - Shortened capture times for all the points
    - Reduced respawn times
    - Helped to block sightlines at mid
    - Added another route to 2nd point by shutter door and moved shutter doors back
    - Adjusted forward spawn locations
    - Fixed spectator cams
    - No more invisible displacement texture at mid

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