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CP Scourge A3

Dynamic 4CP Attack/Defend map set in an arctic facility

  1. kevin gator

    kevin gator L2: Junior Member

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    90
    Positive Ratings:
    12
    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.
     
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  2. Gravidea

    Gravidea L2: Junior Member

    Messages:
    67
    Positive Ratings:
    24
    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!
     
  3. kevin gator

    kevin gator L2: Junior Member

    Messages:
    90
    Positive Ratings:
    12
    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

    Read the rest of this update entry...
     
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  4. kevin gator

    kevin gator L2: Junior Member

    Messages:
    90
    Positive Ratings:
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    -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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  5. kevin gator

    kevin gator L2: Junior Member

    Messages:
    90
    Positive Ratings:
    12
    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

    Read the rest of this update entry...
     
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