Power

CP Power x16

JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
Power - Single stage 2cp A/D

Power is a cliff side attack defense map that should feel like a snowy dustbowl mixed with a little gorge. There is a small chance I add a third point inbetween A and B.

Pics:

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JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
The first version of this map had only one test but there were some obvious standout problems I wanted to address in addition to the forward spawn fix.

A
-added new lower path under the point
-widened A building
-added two smaller connectors from power line to lower
-converted the blus crouch jump roof access to a ramp
-added two electrical cover bits to the roof area
-widened catwalk entrance to the upper area

B
-widened the power line path 64 units via a grate
-clipped areas above doorways
-removed collisions on window frame props
-added a back wall to the far lower entrance

Pics:

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JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
This update should fix a ton of the issues with A and hopefully remove the blu steamrolls of B. B needs some revamp changes but im not sure which direction I want to take yet so I decided to do some less major changes first.

A
-added a suspended cable path above the first blue spawn area
-added grated back plates near building exits to stop peeking red players from getting immediately deleted via airblast
-opened up side cave path
-removed front part of lower path
-added a suspended cable path to the dangerous route onto the point
-removed highest red entrance into A
-reworked back part of A building
-added new red shortcut exit option

B
-removed front entrance into B building
-raised height of far entrance into B
-doubled vertical size of main entrance
-expanded rock paths to far entrance
-added another dangerous cable path for blu to reach far entrance
-widened cable path to suspended shack
-reworked the snow bank just outside of main entrance

Pics of new stuff:

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JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
Im pretty happy with the current A so I want to do some more testing before I decide on any changes. I also have a few experiments I want to try with B but before doing so I want to test the addition of a single flank and no other changes.

A
-nothing

B
-added lower generator flank

Pics
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JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
Damn it wasnt that unbalanced last test! ugh.

Looks like that new B flank made it even harder to attack bleh

This demo ought to be interesting
 

tyler

aa
Sep 11, 2013
5,102
4,621
Not sure if this is important in 2020, but one of the earliest popular custom maps was a gpit style map called cp_power. It's still on tons of custom map servers even if it doesn't get played. Might cause issues down the road for any server admins who still run custom map servers. Just FYI.
 

JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
Damn I searched and everything I was sure there was no other power map. Oh well Im using "_x" for version names which should be fine for now and I also have a backup name I can use worst case.
 

JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
This version should be pretty interesting as I am trying out a few wacky but hopefully fun ideas. I removed the nasty sniper sightline at A that covered almost all of blus entrances into the point area and B's outside area has a new direction/design I want to try out.

A
-blocked sniper sightline while standing on the power line entrance
-opened up playspace around the three antenna building
-gave red access to top of three antenna building
-gave blu a little height advantage help at spawn
-added grate path-width extenders to the power lines
-shifted choke into B so blu doesnt have to do a weird 270 turn anymore
-added new flank far entrance into B
-expanded back area near reds shortcut to A

B
-added giant snowpile
-added new elevated power line path
-added very tight and high up one way door entrance into B
-routed lower flank entrance through snow pile near main entrance
-added second power line route to help blu get onto snow pile
-expanded blus main entrance into B via a small side door and some ramps on the generator

Pics of new stuff

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JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
Cool thanks its nice to have a certain players POV in addition to the server demo
 

JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
This update should make A easier to cap and refine the B snow pile area a bunch. The A building is currently a little wonky/swiss cheese-y feeling but I wanted to test these changes before a potential revamp.

A
-filled in the deathpit in front of the point
-widened the suspended wire path with a grate
-opened up elevated entrance onto the point
-added an elevated one way ledge over the point for blu
-blocked a nasty sightline from blu spawn area

B
-added a rock roof to the wire paths
-moved second main entrance into final area to closer to snow pile
-removed catwalk window entrance
-added large grate walls
-added side path flank to reds holding area
-added tight area under generator
-lowered area immediately behind point
-reworked red holding areas behind point
-reworked red spawn to remove shutter door gameplay nonsense

Pic of B stuff
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JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
This is a quick B focused update that hopefully gives blu a little more help attacking the point. There is a small chance it does the opposite heh.

A
-nothing

B
-opened up main entrance area
-added an elevated wire path above main entrance
-opened up main lower area to give blu some access to the back area and more sentry spam spots
-opened up left side entrance to allow blu to get some height in the area and give direct access to the back route to sentry area
-removed some ammo packs and health

Pics of new stuff
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JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
Another quick update centered around B to hopefully give blu a little more help in assaulting the point. I wanted to try a few simple ideas one at a time before a potential revamp of the area so here is the first idea.

Changes

A
-nothing

B
-added snow pile directly on the point to replace small ramp walks to the top of the generator
-widened blu elevated entrance into area
-removed upper ammo pack for red
-added two small health packs at both main entrances into the point
-gave red immediate access to the grey platform area just outside of the B building when exiting through snowpile side

Pic

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JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
The B saga continues. Im pretty excited about this version so lets see if it works well.

Changes

A
-nothing

B
-removed all red height advantage behind the point
-rerouted underneath flank to go to area behind the point
-changed red access to the point from a large ramp to two smaller wire paths
-added cover via the crane holding something
-added rock pillar cover outside on snowpile to avoid a sniper sightline
-added rock ramp access to blu side snowpile wirepath
-added rock roof above new rock ramp

Pics
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JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
This version has a few funky ideas I want to try for B to spice it up a bit. Im not sure what I want to do to A if anything but either way I need to retest a bit to refresh my memory.

Changes

A
-nothing

B
-added a giant destruction hole in main building wall
-added direct blu ramp access to height above control point
-added red access to same height
-added blu one way door room overlooking snow pile with plank path to height over control point
-increased B cap time from 8 to 9 seconds
-reworked blu holding area
-removed lower rock cave route attached to main

Pics of new stuffs
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JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
JeanPaul updated Power with a new update entry:

cp_power_x11

More B business. The large hole in the final building is gone but might make a resurgence if I dont like this version and I can find a way to fix its issues but for now its back to a solid wall.

Changes
A
-nothing (need to test again to find its issues if there are any)

B
-removed giant hole in wall
-simplified small building
-lowered blu drop down onto snowpile
-removed red ramp access to dropdown
-added sentry perch inside hallway to small building

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JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
JeanPaul updated Power with a new update entry:

cp_power_x12

This update should help blu have an easier time pushing in the area before A.

A
-raised spawn gates 256 units
-removed large snowbank
-added gradual downhill (for blu) snow hill
-reworked rock cover just outside spawn gates
-reworked cliff side cable path
-added small side path to cave entrance into A

B
-shifted grate wall on point to keep players from capping behind cover
-removed grate sightline blocker

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JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
JeanPaul updated Power with a new update entry:

cp_power_x13

The last few tests showed there was a really strong red holding spot just before A I didnt know about. Hopefully this addition helps blu have an easier time breaking through the area, stops some airblasting, and provides a few spots for snipers.

A
-Added large rock chunk flank to outrange sentry spot

B
-Added blu sentry/teleporter spot in main

Pics

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