CP Propaganda b4

5cp

  1. Quantum

    Quantum L2: Junior Member

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    cp_propaganda

    A 5cp map taking inspiration from process and sunshine.
     
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    Last edited: Aug 2, 2016
  2. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Looks pretty nice. Drop into the group chat so we can give it a test!
     
  3. Quantum

    Quantum L2: Junior Member

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    I submitted it to the bot in chat earlier. But then I got called into work, so I won't be able to be there. :(
     
  4. Quantum

    Quantum L2: Junior Member

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  5. Quantum

    Quantum L2: Junior Member

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    • Maybe fixed scaling?
    • Completely changed lighting
    • Made cap zones more obvious
    • Added health (Don't know how I forgot this...)
    • Added some team coloring near 2nd for less confusion

    Read the rest of this update entry...
     
  6. Quantum

    Quantum L2: Junior Member

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    Since this was originally made for the 72hr jam, the layout was essentially just thrown together. I now have it closer to where I want it to be.

    Last and mid have completely been redone.

    Too many changes to list, really.

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  7. Quantum

    Quantum L2: Junior Member

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  8. Quantum

    Quantum L2: Junior Member

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    Almost a year since the last update and almost nothing to show for it!

    -Changed tons of stuff over the last year, I don't remember everything.
    -Took out a bunch of frontline props so the filesize is smaller.

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  9. Quantum

    Quantum L2: Junior Member

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  10. BIO BENNY

    BIO BENNY L1: Registered

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    I detail whenever I get a comfortable idea of the map design itself. I'm not a very good map sketcher/artist so I basically build mine on the spot. Make it real poopy, then use some base textures to build my ideas. There's no wrong way to start building a map, it just adds on more time with I am fine with. It's a much more relaxed process IMO.
     
  11. Quantum

    Quantum L2: Junior Member

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    -Changed a couple of buildings on mid.
    -Changed the "spire" on 2nd to be a ramp of sorts.
    -Added death pit (which is hopefully far enough out of the way to not be frustrating) to 2nd.

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  12. Quantum

    Quantum L2: Junior Member

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    A9 Changelog:
    I decided to experiment with mid quite a bit. I think I've simplified it to make it feel less cluttered, but if it plays worse I can easily revert the changes.

    Mid:
    -Removed pavilion.
    -Added nipple. (Do we like nipples around here?)
    -Simplified small buildings.
    -Changed ramps at mid choke to be one 2:1 angle.
    -Added lighting to choke.


    2nd:
    -Moved forward spawn to on to of the porch to discourage spawn camping.
    -Moved medium health to below the porch so its not next to the forward spawn.
    -Added stairs going up to the porch where the big green bush used to be for non blast jumping classes.
    -You can now cap from the metal bridge over point.


    Last:
    -Removed clipping on the pipe
    -Removed clipping on concrete over point.
    -Raised doorway behind bush for visibility and to make it a bit less chokey.

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  13. Quantum

    Quantum L2: Junior Member

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    Mid:
    Readded pavilion so more people get the chance to test it.
    Removed small shacks near choke.
    Added small ramps going to the side of the pavilion.
    Removed Rocks at either end of tunnel.
    (I'm still not happy with mid, and I have some ideas on how to change it, but I haven't had the time recently. Hopefully what I have now should be reasonable to play on.
    If it's awful and any of the past mids were way better, let me know, it's pretty easy to copy and paste the old geometry into the new map.)

    2nd:
    Repositioned health/ammo packs.
    Made stairs leading up to shutter less (more?) wierd.
    Made the chimney blocking rollout flush with the wall; Added rock to bottom to help with fall damage instead.

    Last:
    Removed pipe completely.
    Enlarged building to the left.
    Added window to bush to increase visibility somewhat.
    Changed chape of concrete over point. Maybe its less awkward now.

    Possible TODO's:
    Make it easier to escape to last from the porch, and probably move the forward spawn on 2nd.
    Add better visibility into last.

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  14. snowsquirrel

    snowsquirrel L3: Member

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    Clock tower looks really nice.
     
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  15. Quantum

    Quantum L2: Junior Member

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    Mid:
    I essentially moved stuff around to help with sightlines.
    Made ramps going to pavilion feels better.
    Added arbors.
    Made choke go into mid a bit more. (It's less like sunshines and process' now.)


    2nd:
    Added shack near choke to block sightlines and maybe make the area more interesting to play in.
    Added dropdown from porch.

    Last:
    Removed bushes.

    Other:
    Added small route between the lower choke into last and the building next to porch on 2nd.

    There is more I don't remember, probably.

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  16. Quantum

    Quantum L2: Junior Member

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  17. Quantum

    Quantum L2: Junior Member

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    I could've sworn I pushed this update out a week or so ago. My bad.
    -Changed right flank going from 2nd to last. The goal is to make pushing last more interesting instead of just hoping to push through the spam.
    -Fixed the floating wall that @Sage pointed out.

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  18. Quantum

    Quantum L2: Junior Member

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    -Optimization! I either made it better or worse, you decide!
    -Changed the right flank from mid to be a cave instead of an awkwardly long boring hallway.
    -Added balconies to some walls to make soldier slightly less strong in those areas.
    -‎Moved tank on last.
    -Other things I don't remember over the last couple of months.



    Things I'm considering:
    -Removing the dropdown from the porch on 2nd
    -Adding new route to flank over water https://i.imgur.com/Iq3gehe.jpg
    -‎Moving last cap point closer to the middle, rather than back next to spawn.

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  19. Kingorcoc

    Kingorcoc L1: Registered

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    Thank you so much i played this map recently in a pug and it broke my computer
     
  20. Quantum

    Quantum L2: Junior Member

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    Attempted to fix respawn times. It should be more similar to other 5cp maps' timings.
    Added a bit more ammo to second.
    Reduced sniper visibility from cave onto mid.
    Reduced visibility on mid.
    Added a few things to last for cover.

    Read the rest of this update entry...