CP Manncisco A2

PaperPlayerX's map that uses Frontline! community assets and content

  1. PaperPlayerX

    PaperPlayerX L2: Junior Member

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    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:

     
  2. RodionJenga

    RodionJenga L5: Dapper Member

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    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
     
  3. Pocket

    aa Pocket func_croc

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    Heh. True dat. I'm pretty sure 2street has more height variation than that.
     
  4. PaperPlayerX

    PaperPlayerX L2: Junior Member

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    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
     
  5. PaperPlayerX

    PaperPlayerX L2: Junior Member

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    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...
     
  6. Beef Bucket

    aa Beef Bucket L41: Blessed Member

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    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
     
  7. PaperPlayerX

    PaperPlayerX L2: Junior Member

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    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?
     
  8. Beef Bucket

    aa Beef Bucket L41: Blessed Member

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    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
     
  9. PaperPlayerX

    PaperPlayerX L2: Junior Member

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    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:


    Read the rest of this update entry...