CP Sapphire A8

Like a diamond, only bluer

  1. B!scuit

    B!scuit L3: Member

    Messages:
    117
    Positive Ratings:
    122
    Sapphire - Like a diamond, only bluer

    inspired by "Slime Girls - No Summer No Cry" album artwork
     
  2. B!scuit

    B!scuit L3: Member

    Messages:
    117
    Positive Ratings:
    122
    • Thanks Thanks x 1
  3. B!scuit

    B!scuit L3: Member

    Messages:
    117
    Positive Ratings:
    122
    Added more entrances to D
    New pickups around B
    B to D transition building is now Red
    Respawn wave times are faster
    Blue now spawns exclusively above ground

    Read the rest of this update entry...
     
  4. B!scuit

    B!scuit L3: Member

    Messages:
    117
    Positive Ratings:
    122
    Added a boxjump out of D through the alley window (for red spies to push out)
    Changed B & C since one is generally capped first (so red should defend b first)
    Sprinkled lots more pickups around
    Reduced time rewards given by B & C
    Changed B (formerly C) to give defenders a greater advantage
    Made the B-to-C connector behind A more appetizing (hopefully attacking players will no consider it more)
    Adjusted spawntimes slightly
    Tried to make B's (formerly C's) flank more viable, as the best strategy at present is to push through the choke then push on into D

    I'm trying to make it B & C more defendable, and equally important to hold,
    but also equally important to Blue's push into D
    Though for now I'll be trying to change the way Blue moves on from A
    and the way Red defends C (the Barn)

    Hopefully this map keeps improving!

    Read the rest of this update entry...
     
  5. B!scuit

    B!scuit L3: Member

    Messages:
    117
    Positive Ratings:
    122
    Gave blue a forward spawn after capping B or C
    Simplified A (taking inspiration from cp_egypt 1-1 & 2-1)
    Still not at all happy with how difficult B is to defend and how hard to find the points are in general
    The spaces between points are really messy and I want to fix that, just don't quite know how yet
    Attackers definitely don't flow equally from A into B & C, but then C is easier to take if you have B (in which case the flow is really backwards right now)
    Also I think D is a little too noisy now.
    But we'll see, thats what tests are for.

    Read the rest of this update entry...
     
  6. B!scuit

    B!scuit L3: Member

    Messages:
    117
    Positive Ratings:
    122
  7. ϺΞΤЯΘΉλϺ

    ϺΞΤЯΘΉλϺ L3: Member

    Messages:
    102
    Positive Ratings:
    54
    This looks good :0 keep up the good work :p
     
  8. B!scuit

    B!scuit L3: Member

    Messages:
    117
    Positive Ratings:
    122
    Figured I wasn't ripping off cp_gorge hard enough so I replaced blue spawn with cp_gorge

    Also:
    New pickups errywhar
    Moved C forward
    Created a new route from D to B, allowing Red to setup defense easier
    Brought the tower back
    Shifted A back to the top of Blue forward spawn
    Ripped off badwater 2nd
    Brightened up the flank under "The House of Many Grains"
    Unclipped the Boathouse roof

    And undoubtedly a bunch of other things I forgot

    Read the rest of this update entry...
     
    • Like Like x 1
    • Funny Funny x 1
  9. B!scuit

    B!scuit L3: Member

    Messages:
    117
    Positive Ratings:
    122
    Made some quality of life changes
    doors and signs now do what you'd expect them to

    i''l reupload to vbot to get a demo that shows me the map-flow problems a bit better

    Read the rest of this update entry...
     
    • Like Like x 1
  10. B!scuit

    B!scuit L3: Member

    Messages:
    117
    Positive Ratings:
    122