Mannbase

CP Mannbase RC2b

skratchle

L3: Member
Oct 12, 2018
133
25
Welcome to beta! These changelogs are really low effort but the map has gone through many more changes. Also the map has been massively optimized.

Middle:
  • Improved clipping on solar panels
Second
  • Alot
  • Staircases to spire chaged
  • Detailing
  • Much easier to sack in second (hopefully)
  • Catwalk closed off
  • Main raised to help attackers into second out of last
Last
  • Point centralised
  • More detailing

Read the rest of this update entry...
 

skratchle

L3: Member
Oct 12, 2018
133
25
B4
Refinements and detailing
Most of this update is fixing issues that people had with b3a and adding in some extra stuff. I am Looking for feedback on the transition area from choke to second.


Detailing

· Added a dome to the map, may be disorientating/unpleasant but would like feedback on the theme.

· Changed sun

· Lighting improvements

Spawns

· Last spawns moved more to the right to help rolling out right side

· Middle forward spawns moved backwards to stop accidental opening of the door.

·

Middle

· Capture zone extends below the point

· Mini health pack on perch’s

· Shack and barrels have been moved to decrease the power of sightlines from the new room on middle.

Second

· Given attackers into second from quake room high ground

Last

· Flank side improved for holding

· Improved detailing

· Added catwalk on the wall above under

· Added window to lower

· Added high ground behind the point

· Increased height of wall flank side

· Added a platform on combo side

Middle Flank

· Added an open window that players can use to enter the new room. (Intended to help players to stop flanks)

· New raised platform for detailing/gameplay detailing.

Choke

· New raised platform intended to help pushes through choke, whether pushing into second or middle.

Quake Room

· Decreased the amount of doors into second to 2

· Made traversing the room easier

· Doors are larger to stop meds getting forced

·

Catwalk

· Added Jump pad modelled, animated, and textured by /dev/zero

· Moved health pack

Window Room

· Added second floor for detailing purposes, makes the room slightly (very slightly) more choke-ish

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skratchle

L3: Member
Oct 12, 2018
133
25
Slight improvements to both flanks, second and middle.
Minor clipping and aesthetic changes.


Middle:
· Stairs to the point closer to choke.
· The point is not as tall high.


Computer:
· Changed to a dropdown.


Quake:
· New room to help defenders.


Second:
· Adjusted slightly to make the point feel more comfortable.

Read the rest of this update entry...
 

skratchle

L3: Member
Oct 12, 2018
133
25
Get b8’d

Been a while heh

Overall theme has been revamped, check the screen below.

Middle:

· Changed shape of shack
· Increased size of displacement and the texture.
· General retexturing and detailing

Second:

· Revamped structure on second
· Move ramp at choke closer in order to improve rollout

Last:

· Aligned point better
· Cleaned up staircases
· Move position of shutter slightly
· Window revamped
· General detailing

IT:

· Revamped

Quake Room:

· Revamped (sorta)

Window Room:

· New route into second

Read the rest of this update entry...
 

_flac

L1: Registered
Sep 3, 2020
4
1
Hey man, great map you've made so far! I wish I was able to play test in PUGs, but NA players have too small of a brain to learn a new map ;P. Anyways, I've found a few SMALL things that could be polished from roaming around the map on my own.

cp_mannbase_b8a

In no particular order:

1) There's a small ledge a solly or demo can jump up to on 2nd

https://i.imgur.com/72EohCn.jpg
https://i.imgur.com/spJPZDW.jpg


2.1) You can stand on the lights on the wall in the room between last lobby and 2nd point

https://i.imgur.com/rnHvYMb.jpg


2.2) You can stand and walk on a small ledge at the top of the slanted windows in the same room

https://i.imgur.com/vYv5KTY.jpg


2.3) There's a small gap in the windows (literally unplayable)

https://i.imgur.com/JiDajKV.jpg


3) Most of the decorative doors could be clipped to be flush with the walls

https://i.imgur.com/vIZvab0.jpg
https://i.imgur.com/IxkfN8o.jpg


4) Clipping on a door from mid to "2nd lobby" isn't complete. (Not flush on one side, and missing on the other side)

https://i.imgur.com/4tbEYK8.jpg
https://i.imgur.com/MwTsts1.jpg


5) Maybe remove the hitboxes from these lights in last lobby? (Did a really good job on removing all the other lights hitboxes tho c: )

https://i.imgur.com/dD2Foxd.jpg


6) Maybe add a small slanted clip over the displacement at mid to make it more predictable (Maybe, idk. Probably just being picky here)

https://i.imgur.com/crHeKrc.jpg


7) You can shoot through these shards on last (literally unplayable)

https://i.imgur.com/gIN0i4C.jpg


8) I think this room should be darkened b/c it is not accessible, but looks like it could be

https://i.imgur.com/IxkfN8o.jpg


8) Lastly, I think a lot of the glass should be made darker to indicate its not a playable area and make it clearer there’s a wall there. Maybe its just my game settings, but it can be hard to tell sometimes if there is glass/ where the glass starts/stops.


Thanks for giving this a read, hopefully it was somewhat helpful. Like I said, they were small things. Really great map!
 

b1gl4ke

L2: Junior Member
May 25, 2014
76
24
Cool Theme. There definitely needs to be something going on in that big flat area on mid. I see how you put both high grounds on far sides to keep sight lines low. You can something similar in the middle by putting a wall in front of some high ground in the middle.
upload_2020-9-11_16-7-8.png
 

skratchle

L3: Member
Oct 12, 2018
133
25
Cool Theme. There definitely needs to be something going on in that big flat area on mid. I see how you put both high grounds on far sides to keep sight lines low. You can something similar in the middle by putting a wall in front of some high ground in the middle.
upload_2020-9-11_16-7-8.png

Yeah I think I agree with you, I might whip something up like this for b9
 

skratchle

L3: Member
Oct 12, 2018
133
25
Hey man, great map you've made so far! I wish I was able to play test in PUGs, but NA players have too small of a brain to learn a new map ;P. Anyways, I've found a few SMALL things that could be polished from roaming around the map on my own.

cp_mannbase_b8a

In no particular order:

1) There's a small ledge a solly or demo can jump up to on 2nd

https://i.imgur.com/72EohCn.jpg
https://i.imgur.com/spJPZDW.jpg


2.1) You can stand on the lights on the wall in the room between last lobby and 2nd point

https://i.imgur.com/rnHvYMb.jpg


2.2) You can stand and walk on a small ledge at the top of the slanted windows in the same room

https://i.imgur.com/vYv5KTY.jpg


2.3) There's a small gap in the windows (literally unplayable)

https://i.imgur.com/JiDajKV.jpg


3) Most of the decorative doors could be clipped to be flush with the walls

https://i.imgur.com/vIZvab0.jpg
https://i.imgur.com/IxkfN8o.jpg


4) Clipping on a door from mid to "2nd lobby" isn't complete. (Not flush on one side, and missing on the other side)

https://i.imgur.com/4tbEYK8.jpg
https://i.imgur.com/MwTsts1.jpg


5) Maybe remove the hitboxes from these lights in last lobby? (Did a really good job on removing all the other lights hitboxes tho c: )

https://i.imgur.com/dD2Foxd.jpg


6) Maybe add a small slanted clip over the displacement at mid to make it more predictable (Maybe, idk. Probably just being picky here)

https://i.imgur.com/crHeKrc.jpg


7) You can shoot through these shards on last (literally unplayable)

https://i.imgur.com/gIN0i4C.jpg


8) I think this room should be darkened b/c it is not accessible, but looks like it could be

https://i.imgur.com/IxkfN8o.jpg


8) Lastly, I think a lot of the glass should be made darker to indicate its not a playable area and make it clearer there’s a wall there. Maybe its just my game settings, but it can be hard to tell sometimes if there is glass/ where the glass starts/stops.


Thanks for giving this a read, hopefully it was somewhat helpful. Like I said, they were small things. Really great map!

Wil be adding these changes to b9. Most have already been implemented. Thanks for the feedback
 

skratchle

L3: Member
Oct 12, 2018
133
25
Wanted to try and hone in on a visual style. Looks like I've figured it out.

Middle:
  • Cleaned up sign
Second:
  • Removed Jump-pad
  • Changed Choke
  • Improved detailing on the spire
  • Players can now climb their way into window room.
  • Large OOB detail area added

Last:
  • Visibility improvements
  • Swamped fences for glass
  • Raised OOB area slightly
Choke
  • New detailing

Read the rest of this update entry...