CP Plight A3

Standard a/d cp map from a mapper who normally makes crazy things

  1. Digaag Wa Riz

    Digaag Wa Riz L3: Member

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    Plight - Standard a/d cp map from a mapper who normally makes crazy things

    2 cp a/d map with a planned desert theme. Or maybe alpine. I don't know it's in alpha.
     
  2. Digaag Wa Riz

    Digaag Wa Riz L3: Member

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    -Sniper balcony near last has been removed as well as the stairs meant to block the sightline from it.

    -The back route leading to the old sniper balcony has been removed

    -Removed the empty room near the old sniper balcony

    -Windows added near last to show attackers location of point.

    -More signage

    Read the rest of this update entry...
     
  3. leprecan

    leprecan L2: Junior Member

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    Played a2 in an IMP today but got cut off before I could feedback, so I figured I'd write it here. In its current state there are just too many overlapping and interlocking paths. As an example, point A has an elevated left flank, an elevated porch approach, a low ground approach and an additional house flank under the point. As a result, defending gets bogged down in constantly moving from elevation to elevation to try and hold the chokes at four different levels, detracting from the gameplay around the point itself.

    While several of these flanks are useful, players were confused by the intersecting ramps that are clustered together around A. I think this is primarily a sightline issue, not for sniping or anything, but because the route from BLU spawn to A has a lot of paths visible. I am standing on the "top" level approaching A. There is a ramp directly in front of me, followed by another ramp downward, which then splits into and upward or downward ramp again. The two up ramps lead to a sniper porch overlooking the point, and although the path to the right is ahead of me, it actually leads back to BLU spawn.

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    Relocating the right side path so it doesn't look like it goes forward and instead flows straight to the sniper nest would help. The basement flank itself is somewhat rendered redundant by the top left flank that enters the point building from the high ground anyway, so it might not even need to be there or in the very least not as visible.

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    The area under point is unecessary, removing it would do a great deal for leveling out the interior of the building as well as create a more complete approach to the point for BLU to use.

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    The entire left side of this next image can be raised and leveled with the removal of the basement. That will give RED more options for sentry placement and point access.

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    Despite this door being the main entrance for RED to A point, it has no signage indicating its importance. The blank wall to the right of the hall can easily fit a point sign as well as an arrow.

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    This dropdown leads RED players right next to where they would be if they had just walked through main instead. You could probably remove it with no problems.

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    The whole yard outside of RED last needs to be leveled out or have the ramps widened as in my suggestion below. The thin ramps make things more difficult than needed for BLU and RED alike.

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    Also in RED yard, half of the far right flank should be chopped off or at least not lead to main. There is a significant time loss for BLU to use the whole length of the flank, so the only use it would have is for RED spies, but even then the space is huge.

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    This nook is absolutely massive, it can be toned down since BLU can't possibly use that space as there isn't any ammo for Engineers to set up with (which this spot would be awesome for).

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    The last point lobby is a rather large departure from the ups and downs around the map, it is very flat and very wide open. The space just isn't going to be used for fighting, especially on the left side of the image. I didn't get to play on last but I imagine that the mineshaft is very poor cover to fight around as well.

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    The point is directly in sight of RED spawn, this spells trouble to me.

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    As far as general feedback, the map has very little health and ammo. I haven't taken many more pictures, but as a general rule, capture points have small health packs a short walk away in most cases, and most paths between points contain medium health. Ammo can be placed pretty much anywhere health is, as well as on overlooks. The map's sniper decks would also be great for Engineers, but there just isn't any ammo nearby for them.

    I also timed the amount of time it takes to walk from spawn to last via main, left flank and right flank. I used a non GRU heavy as reference. Main took 25 seconds, left flank took 30 and right flank took 35. Both flanks are in dire need of more direct routes to make them more worthwhile, as well as large doses of health and ammo.
     
    • Agree Agree x 1
  4. Digaag Wa Riz

    Digaag Wa Riz L3: Member

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    -Changed up the geometry near last, RED not able to fire directly on the point from spawn door

    -Created one way door in the tunnel that lets out behind last to give BLU an incentive to use that path

    -Added more signs

    -Removed the tunnel under first so there are only two levels of elevation for defenders to keep track of

    -Removed the drop down near last that lead to two different routes that misled players on the way to the objective

    Read the rest of this update entry...
     
  5. Rikka

    Rikka L5: Dapper Member

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    Point B is quite difficult to approach as attackers as the every route is an uphill battle. The one way back flank might be too harsh as well. If you use it alone and they have sentries up, you're trapped and can only die.
    I do like fighting on point A, but more as the defenders.