Scourge

CP Scourge B5

kevin gator

L3: Member
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.
 

Gravidea

L6: Sharp Member
Apr 17, 2017
261
108
Looking lovely so far! I love the interesting layout of this map, and the way you went about making point D easier to cap over time is cool! I also enjoy that unlike some maps that use this game mode, D (last) isn't immediately capturable. It's really lovely!

The only things that I feel have a little bit of issues are the points A and C. A seems a little close to Blue's spawn, and feels like it could be an easy roll for the attackers in my opinion because of the bridge leading over to the point. As for C, I feel like the layout leading from B to C is almost a straight shot, making it a bit easy to move from one point to the other for the attacking team. I could be wrong though, especially since this map is oriented towards 6v6, and in addition to the fact that the respawn times for both teams are just about even, until B and C are capped of course. I could also be wrong as the layout is just open enough to make the idea of fighting with 6v6 sound quite fun! Maybe it's a bit more defensible than I believe, but I figured I'd post this regardless. Food for thought! Please take my feedback as worth a grain of salt.

That being said, the map looks lovely! It honestly looks like it'll be quite fun to fight players on this map, and my criticism comes from someone who has not even gotten the chance to play on it with players yet. I love maps like this that use gamemodes that are underused, instead of flowing with the mainstream. Keep it up!
 

kevin gator

L3: Member
May 29, 2019
107
28
Initial testing of the map revealed it to be incredibly easy for offense, at least for points A-C, so this update aims to make these points more defensible.

BUGFIXES:
-Fixed a floating ramp on C
-Fixed a mistake that allowed engineers to build in certain spots of BLU spawn
-Fixed multiple clipping issues around the map
VISUAL CHANGES:
-Added decal labels to points A-C
-Added decal signs to leftmost C and D exits in RED spawn
LAYOUT CHANGES:
-Increased distance between B and C
-Expanded the area between C and D
-Added a new spawn exit for RED into C
-Added a resupply cabinet to C side of RED spawn
-Added shutters to lower exits to A and B from BLU spawn to prevent stickytrapping spawnpoints
-Repositioned A to be closer to defenders, put an overhang above it.
-Completely redesigned the spire on B to make it easier to hold
Added a new platform on B for defenders to stand on
-Blocked a sightline from B to C through lobby
-Restricted a sightline from lobby to D
-Removed the small healthkit under the bridge on B
-Moved the small healthkit and medium ammopack on B to the top of the spire
-Added a medium healthkit below the point on B
-Removed barrels in the blue house on A and moved the medium healthkit previously on the balcony into its space
-Made the hallway between lobby and C harder to push but added a medium healthkit and ammopack to it
-Replaced the medium healthkit in lobby with a small one and moved it and the accompanying ammopack
-Removed the small ammopack on C
-Removed the medium healthkit under the cliff on A
POINT LOGIC CHANGES
When A is captured:
-RED team starts spawning in the upper C-side part of lobby
-Gate between A and B slowly opens
When B is captured:
-Gate between B and C slowly opens
-RED team loses access to the upper spawn exit

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kevin gator

L3: Member
May 29, 2019
107
28
-Added kill triggers that prevent players from getting stuck under the last point when it moves and under the shutter that comes down in RED spawn after B is capped
-Made some minor clipping improvements
-Made the cap zone on A smaller
-Fixed missing sign prop on the B-C gate
Fixed some lighting bugs

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kevin gator

L3: Member
May 29, 2019
107
28
BUGFIXES:
-Fixed an issue where teams could resupply by touching the entrance to the enemy spawn room
VISUAL CHANGES:
-Added a few more signs to help players navigate the map
-Added patch overlays underneath healthkits and ammopacks
OPTIMIZATION CHANGES:
-Changed the snow terrain so that it acts like grass - no more snow particles when walking on it
LAYOUT CHANGES:
-Added more cover to the A point
-Redesigned the A-B and B-C slow gates so they split into 3 parts when opened - sides recede into wall, top part moves into ceiling
-A-B and B-C gates now open slower to compensate for changes above
-Changed the medium ammopack by the shutter into D to a small ammopack
-Removed a support beam on the B spire
-Raised the platform outside lobby on B so that players can jump from it to the spire
-Added a barrier to block a sighline on B
-Added railing by the exit from C to lobby
-Moved the medium healthkit in the blue house on A back to its location in A1 and put back the barrels where they used to be
LOGIC CHANGES:
-Reduced A cap time slightly
-Increased B cap time slightly
-Added some rocks to the cliffs

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kevin gator

L3: Member
May 29, 2019
107
28
BUGFIXES:
-Removed an accidental overhang on the roof over B spire
-Fixed an issue where the shutter blocking the central BLU spawn exit opens after A is capped
VISUAL CHANGES:
-Added more overlays and sign props to help guide players
LAYOUT CHANGES:
-Decreased the initial height of D after A is capped
-Increased the final height after C is capped, added a railing that appears around the D point after C is capped
-Added a slow gate out of upper B-side BLU spawn that opens when A is captured
-Added a one-way shutter in the doorway from the alley between A and B and lobby
-Added windows facing out the front of BLU spawn
-Removed medium healthkit in front of BLU spawn exit on A
-Added shutters in front of the upper exits from BLU spawn
-Added a new entrance from lobby into D
-Adjusted the pillars by shutter on D
-Various minor changes to BLU spawn: slightly lowered the upper area, added grid-aligned walls above exits to prevent wallbugs
MISC LOGIC CHANGES:
-Capturing A now causes RED to instantly respawn
-Decreased overall respawn time for attackers
-Capturing C now grants an even bigger respawn advantage to attackers
POINT LOGIC CHANGES:
-Capturing C now moves RED spawn down to the starting spawn location and closes off their C exit
-Capturing B switches the direction of the one-way shutter into lobby from inside>ouside to outside>inside
MISC CHANGES:
-Stickies don't bounce off the pillar on last, but they still bounce off the actual point (Note: this does cause stickies to stay in place while the pillar moves down, but this is the best I can do, it's just the Source Engine
-Closed the gap between the cliff and spire on B

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kevin gator

L3: Member
May 29, 2019
107
28
LAYOUT CHANGES:
-Added an unlockable passage between C corridor and D with a small healthkit in it
MISC LOGIC CHANGES:
-Reduced final respawn time for defenders and heavily decreased respawn times for attackers after B and C are capped.
POINT LOGIC CHANGES:
-Capturing A causes the main shutter into D to become one-way out of D, capturing B returns it to two-way
-Capturing B blocks the entrance from the skylight/shutter room into alley
-Capturing C divides the lobby in half and opens up a new, more direct passage from C corridor to
MISC CHANGES:
-Stickies don't bounce off the pillar on last, but they still bounce off the actual point (Note: this does cause stickies to stay in place while the pillar moves down, but this is the best I can do, it's just the Source Engine
-Closed the gap between the cliff and spire on B

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Gravidea

L6: Sharp Member
Apr 17, 2017
261
108
Loving the artpass so far! The use of the colour orange is very cool! I also wanted to mention that it seems that the capture point prop doesn't change to the blue skin when Blu has captured B. Other than that, I can't wait to see where your detailing goes next!
 

kevin gator

L3: Member
May 29, 2019
107
28
BUGFIXES
-Fixed an issue where BLU team could open the shutter into RED spawn on C
VISUAL CHANGES
-More artpassing
LAYOUT CHANGES
-Turned the small ammopack by D shutter into a medium pack
-Added a small healthkit and ammopack on D
-Added a sightline blocker in front of the lower spawn exit for RED team
MISC LOGIC CHANGES
-Increased 1x cap time of D from 40s to 50s
-BLU team now spawns faster after capturing A

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kevin gator

L3: Member
May 29, 2019
107
28
VISUAL CHANGES
- Added way more signs to indicate doors that open after a point is captured, one-way doors, etc.
- Some texture changes
LAYOUT CHANGES
- Turned the medium ammopack on B into a small one, added a full ammopack nearby to help engineers setup faster after A is captured
- Redesigned the area directly between A and B: removed fences and replaced them with other objects, adjusted some walls and displacements
- Added a new exit from BLU spawn onto B that opens up slowly when A is captured
- Closed off BLU house on A with a gate that can only be opened by BLU team only and slightly adjusted geometry there
MISC LOGIC CHANGES
- Changed respawn times to be less punishing for defense (the longest respawn wave time is now 12 seconds, which is the same as the longest wave time on cp_steel)
- Reduced last capture time from 50 sec to 46 sec

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kevin gator

L3: Member
May 29, 2019
107
28
- D point is now unlocked from the start
- Lower exit into B for BLU team is now unlocked from the start
- Capturing C now restricts RED team from exiting spawn from anywhere other than the lower main exit
- Reduced C cap time
- Slightly reduced overall respawn times for BLU team
- Restructured the lower main exit from RED spawn to be more protected from spawncamping
- Made changes to obstruct problematic sightlines on all four points

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