CP Sidewinder [Deleted]

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chrytin

L2: Junior Member
Jun 10, 2015
63
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Sidewinder - Highlander Focused Experimental 5cp map

Sidewinder is an experimental 5cp map oriented towards pub and Highlander play, with an emphasis on increasing engineer's viability in the mode. This is facilitated through the use of a static spawn room and dynamic spawn yard, tremendously increasing the effectiveness and importance of teleporters.

Sidewinder's mid draws heavy inspiration from a now obscure koth map from 2010 named Peaks, once notably showcased by Star_, who spoke highly of the map for it's elevated but well balanced center point, thanks in large part to well covered and separated side routes. Sidewinder incorporates some of these design elements into its mid, while intertwining them with the layout of second.

Second takes inspiration from Dustbowl, featuring an elevated control point, foot bridges between buildings, flank tunnels, and elevated side routes. Finally, last is an original layout, featuring a perpendicular design, under spawn flank route, attacker balcony and dropdown, and a death pit. From a highpoint at mid, each successive point descends downward around the spawn building, allowing for interesting potential for vertical gameplay.

Special thanks to Doc for continued support throughout development.
 
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chrytin

L2: Junior Member
Jun 10, 2015
63
38
*Reworked mid by adding new structures and cover
*Replaced all health and ammo pickups. Now include ground overlays.
*Added sign overlays to help indicate direction towards objectives
*Fixed not being able to place teleporters in the spawn yard
*Reduced scale and distances of side tunnels
*Overhauled under spawn flank
*Added additional cover to last balcony
*Reworked some of the routes around second to obscure certain sight lines
*Other miscellaneous fixes

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chrytin

L2: Junior Member
Jun 10, 2015
63
38
Last Overhaul
*Extensively reworked defender spawn and areas outside it
*Rerouted under spawn flank route to exit near death pit
+Added multiple pieces of cover to defender spawn balcony
+Added new one-way route between last and second for easier attempts to retake
+Added new health packs to the now longer under spawn flank
*Improved some small health and ammo packs to medium ones
+Added new attacker cover
Second Changes
*Replaced existing top half of point-adjacent building with some more minimal cover
+Added a new small health and ammo pack in the cave immediately adjacent to the point
*Increased small health and ammo pack between second and mid to medium packs
Mid Changes
*Modified access tower to connect directly to center bridge
*Increased roof height of access tower to make clear it is inacessible
+Added Block Bullet brushes to fence props on mid (per erk's request)
General Changes/Fixes
+Added a map wide trigger_player_respawn_override for both teams, which fires for a given team when the opposing team captures mid, or the opposing team captures the second of the defending team. Lasts 0.5 seconds.
*Increased last point timer from 2 to 4 seconds to cap

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chrytin

L2: Junior Member
Jun 10, 2015
63
38
General Changes
*Vertically downscaled the entire map by 20%

The overwhelming consensus of the recent imp test was that the map was too over scaled vertically, especially at mid and second. Tackling the scale issue will take priority before any further layout changes are made. Provided this rescale lessens the overall problems with the map's size, further changes to layout and balance will come with the next version.

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chrytin

L2: Junior Member
Jun 10, 2015
63
38
*Reworked high route between mid and second

There's long been an issue wherein the overwhelming majority of players use the elevated path between mid and second, and in turn, largely neglect the intended main and alternate routes between the two areas. For this reason, the route has been blocked, and in its place two new ramps have been added on separate sides of the archway. Ideally, this should result in far greater use of the wider mid areas while still allowing some access to the points from where the elevated path once was.

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Sir Nick

L1: Registered
Apr 9, 2018
20
3
This is certainly an intriguing idea for a 5cp layout. I'm interested to see what this goes
 

chrytin

L2: Junior Member
Jun 10, 2015
63
38
*Fixed displacements that were allowing projectiles to pass through them
*Reworked ramps between second and mid to reduce elevation differences and steepness
*All spawn times have been reworked

All existing spawn times have been changed. Default spawn time has been lowered from approximately 18 seconds to approximately 12 seconds. In order to counteract the ease with which teams that win midfights are able to roll down towards the enemy last, whichever team captures mid will have their spawn time increased by 3 seconds, and capturing the enemy second will add an additional 3 seconds, resulting in teams attacking enemy last having a 6 second longer spawn time than the defending team. This should help to allow for easier pushes out from last and towards mid. The shortened general spawn time should likewise ensure that teams that lose midfights are given more of an opportunity to defend their second.

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WhoWee!

L?: Creator of Ideas, Not Projects
Jan 12, 2018
84
35
I have a few friends that play comp... If you want i can tell them to download the map and give comp feedback...
 

chrytin

L2: Junior Member
Jun 10, 2015
63
38
I have a few friends that play comp... If you want i can tell them to download the map and give comp feedback...
While the map is definitely going to need to be tested eventually with competitive in mind, I don't think it's anywhere near ready yet, as it still has a number of more general things that need to be resolved first. I will be sure to take you up on that offer when the time comes, though.
 

chrytin

L2: Junior Member
Jun 10, 2015
63
38
General Changes
*Removed and replaced all light sources around the map to better accommodate the layout post rescale
*Removed most arrow overlays, made remaining ones more visible

Mid Changes
*Mid towers have been overhauled. Ramp is now wider, indoors, and more open. This should be overall better than the previous iteration.
+Added new cover fences to the far side flanks

Second-Last Connector Rework
The connector between the Second and Last points has been overhauled. The new iteration only affects the main route, however offers more cover for defenders pushing out, reduces sight lines for attackers, and adds a small, additional side route into the new connector building.

Initial Artpassing
*Spawn facilities have been textured and undergone a lighting overhaul.
*Last archway has been rounded slightly to reduce the width of its walkable area
*All orange dev textures have been replaced with wood textures. This should help make certain areas of the map less bright.

Minor Changes
+Added hazard overlays to spawn yards to signify the boundaries in which teleporters can be constructed
*Tweaked certain openings and doorways in the outer flank routes to obstruct certain sightlines
*Fixed certain inconsistencies caused by the map's vertical rescale in A4

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chrytin

L2: Junior Member
Jun 10, 2015
63
38
Last Changes
*Small health and ammo packs on far balcony have been placed side by side rather than on adjacent sides of a corner

*Under spawn flank has been rerouted slightly to have fewer sharp corners and to be slightly shorter
*Medium health and ammo packs near the deathpit in the flank have been reduced in size to small packs

The under spawn flank has been made more curved in order to be more direct and less confusing. This is in response to feedback about it feeling too long and convoluted. The pickups in it have also been reduced in size, per feedback.

*Capture time of last has been reduced from 4 seconds to 2 seconds

With the reduction in overall spawn time, last is easier to defend, and in turn, does not any longer require a long time to cap.

*Right-side spawn balcony corner has been obstructed slightly by brushwork to prevent placement of sentries that have visibility of the point
*Downstairs last spawn door has been moved to the end of its tunnel in order to block a problem sentry spot

Certain unintended and overly powerful sentry spots in the last area have been removed, with the intended, more balanced positions being left unchanged.

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