CP Ricochet A7

It's not the end of the world!

  1. Cargo_Tokens

    Cargo_Tokens L2: Junior Member

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    Ricochet - We don't need Jump pads.

    cp_ricochet is an Attack/Defend, 3 control point map. So far the only dynamic element is "doors" but I do intend to add Jump pads, lighting changes and RED being able to recapture points.


    Until then I'm focusing mostly on layout for my A1, like most A1s do.
     
  2. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

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    • Like Like x 1
    Last edited: Nov 28, 2015
  3. Cargo_Tokens

    Cargo_Tokens L2: Junior Member

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    Wanted to get my map out there, rushed it so much I didn't see the obvious things that should have been A1.

    FULL CHANGE LOG - Alpha 1B
    - Changed Blue's Tiny Spawn to a Different Tiny Spawn.
    - Added some fences along the cliff sides.
    - Added a new route to B for Red.
    - Changed Cap Times
    - Changed Respawn Times

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  4. Cargo_Tokens

    Cargo_Tokens L2: Junior Member

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  5. Egan

    aa Egan

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    In response to that video of mine - maybe not having more space between Blue and A, or A and B, but def having more space between B and C. I think it's only the B and C lengths that need more length because it is the final large push, the distances to A and B felt good in retrospect.
     
  6. Cargo_Tokens

    Cargo_Tokens L2: Junior Member

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    A2 reworks 66% of them map and adds an unnatural amount of fences*.

    *Disclaimer: Fences may not be placed unnaturally.


    Full Change Log: ALPHA 2:
    General
    - Added fences all around the map
    - Messed with Ammo and Health Placement
    - Added func_nobuilds around the map
    - Fixed Respawn Times (Hopefully.)
    - Minor Detailing
    - Built Cubemaps

    Cap A
    - Removed the "Dynamic" door in the building before Blue spawn
    - Added a new route to A for Blue
    - Removed the "Dynamic" doors that caused a dead end
    - Replaced the Saws for Fire.

    Cap B
    - Added an entirely new building next to the B building
    - Replaced Red's cliff side route to B with a walled route to B
    - Removed the moving door connecting B and C

    Cap C
    - Reworked the entire point
    - Moved Red's Spawn
    - Moved the cap point
    - Removed the OP sentry spot(s)
    - Added a Max Health kit below the point
    - Added new ways for Blue to attack the C point
    - Added a fancy skylight

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  7. Cargo_Tokens

    Cargo_Tokens L2: Junior Member

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  8. Cargo_Tokens

    Cargo_Tokens L2: Junior Member

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    A3 mostly focuses on the new B point. Yes, no more cramped metal rooms with holes in the roof.

    Full Change Log: ALPHA 3
    General
    - Added more func_nobuilds to compensate for new crates/barrels
    - Messed with Health/Ammo placement
    - Attempted to fix respawn times
    - Clipping

    Blue's Spawn
    - Removed the lower path for a more favorable route.

    Cap A
    - Increased Cap Times

    Cap B
    - Literally Deleted and Remade all of B
    - Made the cliff-face lower
    - Added more fences

    Cap C
    - Replaced the Max Health kit under last for 2 small health kits and 1 small ammo
    - It's now slightly brighter
    - Added a small detail room with a window for Blue to see the C point
    - Added windows to Red's respawn doors.

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    Last edited: Jan 6, 2016
  9. Cargo_Tokens

    Cargo_Tokens L2: Junior Member

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    A4 Makes the map less bad and more not bad with some small layout and gameplay changes.

    Full Change Log : ALPHA 4
    General
    - FIXED THE RESPAWN TIMES. (Hopefully.)
    - Changed the wooden fences skins from 0 to 1
    - Replaced the rock texture for a better TF2-ier looking one

    Cap A
    - Moved the stairs to the point.
    - Changed the health-pack on Blue's lower route to a Medium
    - Made it so the incinerator room now just lights you on fire
    - Added roofs to...

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  10. Cargo_Tokens

    Cargo_Tokens L2: Junior Member

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    Last edited: Jan 22, 2016
  11. Cargo_Tokens

    Cargo_Tokens L2: Junior Member

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    Perhaps the final upload of Ricochet before the Dynamic CP contest ends.

    (If the custom content isn't packed, please tell me as soon as possible. It's my first time working with custom content, I'm bound to mess something up.)

    Full Change Log: ALPHA 6
    General
    - Custom props, yay!
    - Clipping
    - Minor detailing all around the map

    Cap A
    - Made a one way door for the incinerator room for Blue.
    - Fixed the incinerator logic

    Cap B
    - Decreased cap time to 12 seconds
    - Added a large cliffside detail patch near B

    Cap C
    - Increased cap time to 8 seconds
    - Changed some signage
    - Added railings.
    - Replaced the "Metal Hydro Fences" for a wall

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  12. Cargo_Tokens

    Cargo_Tokens L2: Junior Member

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  13. Cargo_Tokens

    Cargo_Tokens L2: Junior Member

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    Alpha 7 adds some basic optimization and packed custom content.

    Full Change Log: ALPHA 7

    General
    - Added Areaportals
    - Packed Custom Content

    - Increased lighting brightness and added some lighting props
    - Decreased the ammout of light enities
    - Map is much more grassy
    - Decreased thickness of roofs

    Blue Spawn
    - Removed the metal stands and replaced them with a Displacement hill


    Cap A
    - One way door next to Blue's forward spawn now is usable after capturing A

    Cap B
    - Deleted most of B and replaced it for a new building
    - Replaced the rock on top of the hill for a small shack
    - Removed some fences

    Cap C
    - Changed the 'Maintenance' room to connect with the staircase outside Red's spawn

    (Also 180+ Downloads! Thanks everyone!)

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