Manncisco

CP Manncisco A2

Mâché

Big Ferret
aa
Sep 7, 2015
393
317
Manncisco - PaperPlayerX's map that uses Frontline! community assets and content

This is a single stage, 3 point attack and defense map that uses Frontline! community assets and content. It takes place in a fictional alternative to San Francisco, Manncisco (courtesy to Muddy for the name idea! :3).

Screens:

Overview:
20160801172423_1.jpg

20160801172117_1.jpg 20160801172127_1.jpg 20160801172156_1.jpg 20160801172215_1.jpg 20160801172251_1.jpg 20160801172312_1.jpg
 

RodionJenga

L5: Dapper Member
Oct 24, 2015
236
256
I just have to say, as someone from the San Francisco metro area, having your highest ground only 256 units higher than your lowest ground makes this map almost insultingly flat.

Immersion broken 0/10
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Heh. True dat. I'm pretty sure 2street has more height variation than that.
 

Mâché

Big Ferret
aa
Sep 7, 2015
393
317
r00d
there will probably be more height variation in the skybox when it eventually gets made
if it gets made

Having a shiteload of hills like the real San Francisco would NOT be fun to play on
 

Mâché

Big Ferret
aa
Sep 7, 2015
393
317
Hopefully I got all the custom stuff packed this time. VIDE has failed me for the last time.

(also, the orange square at the first point area has been replaced with a delivery van, as the streetcar model from the Facepunch Vehicle Pack was MASSIVE, and its wheels didn't fit on the rails)

Read the rest of this update entry...
 
Aug 30, 2015
359
451
I was thinking about why people were ignoring the route to B while testing and I came up with a few things that I had difficulty expressing in words so I drew a map.

San Fran.jpg


While I was attacking I found myself taking the most straight route available, represented by the Blue arrow. This typically took me through Point A and up the hill to get to B. I think if you changed the spawn to where the Green arrow starts it would send spawning players up the road and establish a visual pattern of 'Road = Main Route'
You also may want to move the spawns up a bit to the Red arrow after A or B is capped
 

Mâché

Big Ferret
aa
Sep 7, 2015
393
317
Now that you show me this, it almost feels like putting the spawn where the red arrow is at the very start would make loads more sense than what either of us had in mind. The spawn would be facing the road and it would make BLU take longer to get to the advantageous side route above the bus shelter.

I think I might've also come up with the perfect place for a forward spawn after B is capped, which would be above the bus shelter, next to the side route to A, with the exit door facing the B area. It'd have height advantage leaving the spawn and wouldn't be too far away or too close to C. Thoughts?
 
Aug 30, 2015
359
451
Yeah that's definitely worth a try, but you would have to widen the area in between the road and the first point. Blue spawning a stone's throw from A is not going to be fun for Red
 

Mâché

Big Ferret
aa
Sep 7, 2015
393
317
CHANGELOG:

GENERAL:
-Replaced all iterations of the Frontline lamps with the prefabs in the prop tzu

BLU SPAWN:
-Reoriented the resupply room and spawns to face the intended main route to A (and by extension, B)

BUS SHELTER (flank to B):
-Moved some buses around and added a new set of gates in the front of the shelter so people don't enter a dead end
-Made all of the gates move down instead of up to compensate for the previous change
-Removed the "A" sign so that the "B" sign becomes more prevalent
-Added lights to the "B" sign to further make it obvious that there is a flank route there

TUNNEL (intended main route to B):
-Changed the large red barriers to wooden security fences so the path is more obvious

CRATE AREA (where the flank route/drop down route exits to):
-Added a few more crates so that less mobile classes can climb up to some height advantage (specifically, the crashed bus)
-Added a large grey...thing...to block sightlines into a new forward spawn
-Added a forward spawn for BLU just above the exit of the flank that becomes active when B is capped

B POINT:
-Removed/altered a few walls around the capture zone to eliminate a nasty sentry spot and make the point more vulnerable to BLU's attacks

C POINT:
-Generally widened the area and the dome structure to make traveling the area much less constricted and cramped
-Removed a few trees around the point for the same reason as above

SCREENSHOTS:
20160805095852_1.jpg 20160805095911_1.jpg 20160805095923_1.jpg 20160805095931_1.jpg 20160805095941_1.jpg 20160805095950_1.jpg 20160805100012_1.jpg


Read the rest of this update entry...