- May 29, 2019
- 107
- 28
Scourge - Dynamic 4CP Attack/Defend map set in an arctic facility
cp_scourge is an Attack/Defend map designed with 6v6 in mind. This is not a Gravel Pit copy however; it's something entirely new. The layout is similar to that of cp_steel, but with only 4 control points, nearly equal respawn times for RED and BLU, and a much more modern approach to geometry.
Scourge combines elements of 5CP map design with the non-linear rotation-based gameplay of Steel. Like Steel, the last point becomes more accessible to attackers with every point they capture. The point starts out in the ceiling of the last point, with no possibility of BLU team capturing it, and with every point captured, it moves further down before reaching the ground level after C is captured.
The effects of each point capture are as follows:
Point A: Point D unlocks and moves down from the ceiling, accessible only by jumping classes, gates between BLU spawn and B unlock.
Point B: Point D moves down and is slightly more accessible but still impossible to reach from ground level, central gates in BLU spawn unlock, BLU respawn time slightly decreases.
Point C: Point D moves down to ground level, RED team respawn time increases.
Point D: BLU team wins.
cp_scourge is an Attack/Defend map designed with 6v6 in mind. This is not a Gravel Pit copy however; it's something entirely new. The layout is similar to that of cp_steel, but with only 4 control points, nearly equal respawn times for RED and BLU, and a much more modern approach to geometry.
Scourge combines elements of 5CP map design with the non-linear rotation-based gameplay of Steel. Like Steel, the last point becomes more accessible to attackers with every point they capture. The point starts out in the ceiling of the last point, with no possibility of BLU team capturing it, and with every point captured, it moves further down before reaching the ground level after C is captured.
The effects of each point capture are as follows:
Point A: Point D unlocks and moves down from the ceiling, accessible only by jumping classes, gates between BLU spawn and B unlock.
Point B: Point D moves down and is slightly more accessible but still impossible to reach from ground level, central gates in BLU spawn unlock, BLU respawn time slightly decreases.
Point C: Point D moves down to ground level, RED team respawn time increases.
Point D: BLU team wins.