raccoons mc8

CP raccoons mc8 a5

Skylark

Super Gay Developer
aa
Aug 9, 2018
163
373

Skylark

Super Gay Developer
aa
Aug 9, 2018
163
373
The highest and lowest routes in C have been blocked, it probably means that red is going to hold C down much harder but curious to see just how it plays out to see if I need to give blu some dedicated highground. I have also reduced the skylight a bit.

I also added passive agressive signs in spawns explaining that this is a microcontest map and that design decisions have been made based on those requirements. Full text:

This is a microcontest map

The goal was to make a map that fit into a small space

This map is small, design choices to best accomodate the requirement have been made, I do not want feedback on how it is small, nor that it’s short, nor that it’s thin. The spawns are weird because I could only fit in a single spawn each so I gave both multiple exits which will open/close when points are capped. There are connecting routes that are blocked until a point is capped, they open slowly with a 5 second delay.

I want to hear feedback on routing, balance, enjoyment, class struggles.
Thank you.​

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Skylark

Super Gay Developer
aa
Aug 9, 2018
163
373
  • B exit in red spawn gets a no exit sign (while still permitting visibility which is why I didn't just add a shutter before)
  • Changed respawn times slightly and red respawns when blu caps
  • C has some textures to help with differentiation (tile floor is bottom floor, metal is upper floor)
  • Reduced map times
  • A new route up to behind B on the attacking left
  • Red lower forward spawn has been blocked - all red spawns are behind the point, brand new in version 4
  • Blu resupply moved back
  • The C area tumour room has been seperated more to be a room itself and leave C alone
  • Fixed respawn in blu spawn
Addressing feedback
"the rounds are way too short" - I find short rounds to be fun, last test there were 5 whole rounds and only 1 was actually fast. Especially on a small map.
"why is this door so slow" - this slows down the first wave of players, about 10 seconds to get through, if the point has just been capped you can get around the block faster than waiting to get through
"wish these were proper setup gates tbh" - yeah, shutter doors are weird for this, but space
"i have no idea where im going, i really can't understand the layout" - yeah it's weird because it's just a couple of rooms but hopefully with the basic textures it should help with remembering which layer you're on.
"red has height advantage the whole map" - yes, because red are defending
"why do blu get shortcuts similar to red for each point?" - because the map is tiny by opening blu spawns to the whole of their captured area it helps hold red back to behind the capped point as red could feasibly hold blu back at A once they cap A and B
"door comes through wall" - added a crate
"What's here?" - it was a random block bullets getting in the way of everyone for some reason
"why isn't this part spawnroom" - it is
"how many routes are there into C?" - there were 7 of which 5 could be taken without crossing, now there are 5 where 3 can be taken without crossing.
"build cubemaps" - they were
"i am experiencing a class struggle in conservative britain" - I feel you

Also, if red is camping an exit, just use a different exit.

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Last edited:

Skylark

Super Gay Developer
aa
Aug 9, 2018
163
373
  • In an attempt to reduce confusion taking a suggestion from Idolon I've extended the room connected to the long corridor across through the C room which has also squarred the C room.
  • Blu spawn doors for A act as regular A/D spawn doors
  • Removed a few of the blacked out doors
  • Added more ammo around A
  • Tweaked cap times

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