New Submission: cp_observatory_b4

Discussion in 'Maps' started by Icarus, Oct 6, 2008.

  1. Icarus

    aa Icarus

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    cp_observatory_b4

    cp_observatory_b4

    Complexity Within Simplicity:
    Welcome to Observatory! I was inspired by Steel, but noticed some negativity towards it over it's complexity. I also love Gravel Pit, but wanted to make a map where there was more incentive to defend both A and B.
    My goal in Observatory is to have a map with deeper strategic value within a rather simple layout. BLU gets to choose what kind of advantage they want when assaulting C, and RED must shift their forces to counter BLU's assaults. Just remember, a team that only defends C is bound for failure!
    I hope you enjoy this map!

    Point C - Final Point
    [​IMG]

    Objective:
    - RED team wins by defending C.
    - BLU team wins by capturing C before the time runs out.

    Map Layout
    [​IMG]

    Other Notes:
    - Capturing A opens additional paths, allowing BLU team to directly access to C.
    - Capturing B destroys a bridge, restricting RED team's access to C.
    - C cannot be captured until either A or B is captured
    - RED team cannot regain control of a point once BLU has captured it.

    Map Overview
    [​IMG]

    Main Entrance
    [​IMG]

    Point A
    [​IMG]

    Point B
    [​IMG]


    Beta 4 Released on October 6th, 2008
    -BLU can now return to the upper spawn room without respawning
    -Both teams can now access enemy spawns during humiliation
    -Reduced number of BLU's access points to C
    -Added new routes to the Control Room, accessable by capturing B
    -Added more cover on C for both teams
    -Lowered the Control Room
    -Reduced spawn time for BLU; removed adjustments capturing points made
    -Added more access points to B
    -Reduced capture times
    -Shifted locations of items; added more
    -More polish

    Beta 3 Released on October 1st, 2008
    -Fixed players getting stuck in spawn doors
    -Fixed "one way door"
    -Changed respawn times
    -Replaced staircase to Control Room with one large ramp
    -Added more routes to C for attackers
    -Capturing A now opens additional routes to C
    -Capturing B now opens main entrance door
    -Added an extra route to C for defenders
    -Raised walls and added extra cover for B
    -Locked Point C until either A or B is captured
    -Shuffled item placement; added more
    -More polish

    Beta 2 Released on September 27th, 2008
    -Removed vent system
    -Increased cap times for all points
    -Made C harder to defend
    -Fixed players getting stuck in doorways
    -Fixed rocket launch not resetting at round end
    -More optimization
    -Added more healthpacks
    -Fixed respawn times being too long
    -Increased brightness in some areas
    -Visual details to suggest deathpits
    -Capturing B now prevents RED from directly accessing C

    Beta 1a Released on September 26th, 2008
    -Fixed menu photos not showing
    -Fixed misplaced ambient sound

    Beta 1 Released on September 25th, 2008
    -First public release

    Special thanks to all members of the dejavu clan
     
  2. Icarus

    aa Icarus

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