CTF Penthouse A6

The other CTF-CP hybrid nobody asked for!

  1. RodionJenga

    RodionJenga L5: Dapper Member

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    Penthouse - The other CTF-CP hybrid nobody asked for!

    Latest entry in my continuing saga of CTF improvement, cap the point in the center of this rooftop courtyard to open a gate to your enemy's intelligence. The gate will be replaced with something cooler later.

    Also, if anyone knows how to fix the cap point's HUD, I will love you forever.

    BLU's Intel:


    BLU's Lobby


    Central Courtyard:
     
    Last edited: Jan 9, 2016
  2. Melvin D Engineere

    Melvin D Engineere L4: Comfortable Member

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    Uploaded a video of testing from January 9th

     
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  3. Bogdy

    Bogdy L4: Comfortable Member

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    It actually looks like an interesting concept IMO.
     
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  4. RodionJenga

    RodionJenga L5: Dapper Member

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    Here's what's new:
    -CP now shows up fully on the hud!
    -Gates have been replaced with deadly lasers!
    -Mid has been elongated and its healthpacks have been demoted
    -The control point now has a roof
    -One-way exit out of intel added
    -Players now spawn facing the main spawn door
    -Assorted arrows and other signs have been added
    -Various other changes!

    Read the rest of this update entry...
     
    Last edited: Jan 23, 2016
  5. RodionJenga

    RodionJenga L5: Dapper Member

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    Last edited: Jan 23, 2016
  6. RodionJenga

    RodionJenga L5: Dapper Member

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    Here's what's new:

    -Lobby-intel and lower level lobby-lobby routes altered
    -Mudpie Memorial laser reactivation countdown added
    -Both teams have same laser style
    -"Pile of boxes" changed to "pile of ramps"
    -Lever now 35% less phallic, ya weirdos
    -Changed the emergency lighting
    -Added two cover walls and some caution tape

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  7. RodionJenga

    RodionJenga L5: Dapper Member

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    Here's what's new:

    -Mid redesigned with simpler layout, glass walls, larger cap area, and slightly longer cap time
    -Respawns also redesigned with simpler layout, but no glass walls. At this point.
    -One-way exit out of intel now works as intended
    -LOTS of stuff changed to func_detail
    -Added one small healthkit to each intel room
    -Assorted other small changes

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  8. RodionJenga

    RodionJenga L5: Dapper Member

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    Hey, folks. Thanks to my dedication to entering and losing this recent slew of contests, I have been working on lots of things that aren't ctf_penthouse. Well those things are over now, so I'm back, babies! I know it's been over a month, but I have a lot of things planned, including a HUD improvement and some layout changes.

    Also, here's the napkin I wrote on when I got the original map idea while thousands of feet over the midwest napkin.JPG
     
  9. RodionJenga

    RodionJenga L5: Dapper Member

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    After two months in development, hopefully it's been worth the wait.

    Here's what's new:


    -HUD 2.0 is here, now showing how many intels each team has captured! Many thanks to Yrr for extensive help with making custom icons, and to Ym for the original idea to use cp's to represent points!
    -Can't make engineer buildings in the laser corridors now
    -Mid now includes drop downs to lower level. Layout of lower level changed to make travel time longer.
    -Air conditioning units removed from mid
    -Sliding glass doors and round sofas added to lobbies. Pianos removed.


    It's 5c because I am really bad at figuring out how icons and packing work and I was too lazy to recompile. Lemme know if stuff's missing.


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    Last edited: May 21, 2016
  10. Egan

    aa Egan

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    Really quick video thought about _a5c:


    View: https://youtu.be/bQD9e-MXOVU


    Probably would play better with more organised teams or smaller teams but with a full server it's a bit disorienting not just direction but of what im supposed to do - what's my 'best thing to do'. Watch vid.
     
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  11. RodionJenga

    RodionJenga L5: Dapper Member

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    It was tempting to wait a few days until it was exactly FIVE WHOLE MONTHS since A5c, but here it is anyway!

    Here's what's new for A6:
    -Safety doors put on laser tunnel, which will hopefully reduce accidental decapitations by at least 20%.
    -When a team owns mid, the other team gets decreased respawn times.
    -Most light entities replaced with light_spot entities.
    -The "pile of ramps" is now a single ramp. Also the AC unit sorta came back.
    -The mission briefing and gamemode goals now should mention the control point. If anyone reads them.
    -Various possibly confusing signs removed
    -Minor changes to elevators, spawn doors, roofs, one way exit triggers, mid textures, and the stairwell in the abandoned section.
    -Pics for clics:

    Mid


    Intel

    Lobby

    Thanks to Tavrax and Egan for helpful feedback videos!

    End of update
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    Last edited: Oct 14, 2016