CP Overworks A3

It's been a long time.

  1. PaperPlayerX

    PaperPlayerX L3: Member

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    Overworks - It's been a long time.

    Been a while since I made a full-scale map. This time, it's attack and defense.

    I like making asymmetrical maps more than symmetrical ones these days. For some reason, they feel easier to balance and rework because I don't have to mirror/rotate every change I make.

    This map takes inspiration from Process and Gorge. It even has a dome prop!

    Screenshots:
     
  2. PaperPlayerX

    PaperPlayerX L3: Member

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    Changelog:
    • Fixed the ultra-bright lighting (compile mistake)
    • Cut off/reduced the power of some long sightlines
    • Made points A and B cap slower
    • Made C cap slightly faster
    • Made the capture zones for all control points slightly larger
    • Changed up the last point area a bit (see screenshot)
    • Fixed (shortened) Blu's respawn timers
    Screenshots:



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  3. squ1rrel

    squ1rrel L4: Comfortable Member

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    I hope I'm around to play this just to see the car park lol
     
  4. PaperPlayerX

    PaperPlayerX L3: Member

    Messages:
    130
    Positive Ratings:
    27
    Changelog:
    • Added an accessible roof area with small health and medium ammo at last, to give some height advantage to Red, as well as a potential sentry or sniper spot
    • Made the roof of the full health and ammo shack at A accessible via climbable props
    • Replaced the steel wall left of the A point structure with a stack of crates. These can also be climbed, making for another potential sentry spot
    • Upgraded the medium ammo in the same area to a full
    • Blu's forward spawn has been moved to a new room underneath the dome/window/rounded room. This should make certain routes more frequently used and nerf the massive advantage Blu had prior to this change.
    • Redid the vehicles (including some vehicle variety) in the garage and added a wall/barricade thing
    • Removed the shutter door between A and Red's initial spawn
    • Filled unnecessary gaps in certain ramps
    • Changed the dome building to a more team-neutral color (grey)
    • Ensured that the trapezoidal visualizer at Blu's initial spawn prevents Red players from standing on the ledge
    Screenshots:


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  5. basilhs333

    basilhs333 L9: Fashionable Member

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    looks very interesting i got to say. continue working on the map and keep the good work. i am very interested to see where this map can lead
     
  6. That1Yoshi

    That1Yoshi L1: Registered

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    Positive Ratings:
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    I assume this is no longer in the works (I'm trying hard to not make a terrible joke), I'm unsure if you even make [TF2] maps anymore but I thought it was interesting that the a5 (technically a4) version was not released. I have not played this map but I've got to say that it looks great for being so early in development.