Temporary name. I always give my maps weird names in the early phases, but I got to the point where I want to release here and still haven't come up with a good name for it yet. Suggestions welcome.
Here's the post from another forum I released to:
Look at that purdy overview.
Map is currently only the first CP of the first stage of a multi-stage A/D map. I threw in some back end run up for Red team, and a little varying landscape in case fighting happens back there. All the orange parts are temporary for now, but if they work ok, I might use aspects when I flesh them out.
I just want to emphasize that this is merely a test of the first point, it's not supposed to be KOTH or anything like that. The run up for Red might be a little lame, but I threw it together in probably about a half hour.
Blu spawn area. You spawn in the smaller room to the right.
Looking out of Blu spawn's left exit.
Looking out of the right spawn door. The shack on the left crosses over the trench that runs down the center.
Interior of the shack/ hut/ bridge thingy-doodad. A few windows that look at the CP structure, Some health in the loft area (which also has a small window looking at the right side cliff), as well as some ammo under the ladder. The stairs lead up from the trench, and there is a hole to drop down into it, as well.
Going out of the spawns center exit, down into the trench, under the bridge.
Just past the covered portion of the trench. It splits off left to a 3 level building that overlooks the point. Small health and full ammo inside.
Coming up from the left door out of spawn, on top of the mound. Door on the left leads to the middle floor of the building. Go down for a path to the trench, or a small window that looks sort of at the point.
Backside of the CP area. This is the view Red gets as they run out of the main entrance to the area.
Moving up the cliff from the right spawn exit. Wow, I sure took these screens in a weird order. Small health and ammo just past the rock there. Getting through the sure to be sniper friendly path rewards you with a little base to set up in/ deploy ubers from.
Entrance of that building.
Top floor of said building. Had to throw in some detail porn, sorry. Opening on the left there leads to...
this one-way drop down. Hopefully this is a good place to pop and uber from to clear the point. That is the goal, anyway. Might turn out to be a bit too powerful, but we'll see. Note that the exit door doesn't snap shut right away, so be careful about opening it up. It might leave the upper floor vulnerable to some demo spam.
View from under that drop down. You still take some slight fall damage, even if you land on the truck, so be careful.
View from the top of the building overlooking the point.
Lowest level of the building. Small flanking window you have to crouch through, but is somewhat surprising when you can pull it off. One way door leading into the building provides Red with a secondary, but longer, route to the point.
Part of the quick run up I threw in. Over did it on the signs to make sure no one gets confused about where to run.
Not-as-purdy overview, but shows Red's run up.
Known bugs:
Here's the post from another forum I released to:
cp_smugdotgif_a4

Look at that purdy overview.
Map is currently only the first CP of the first stage of a multi-stage A/D map. I threw in some back end run up for Red team, and a little varying landscape in case fighting happens back there. All the orange parts are temporary for now, but if they work ok, I might use aspects when I flesh them out.
I just want to emphasize that this is merely a test of the first point, it's not supposed to be KOTH or anything like that. The run up for Red might be a little lame, but I threw it together in probably about a half hour.

Blu spawn area. You spawn in the smaller room to the right.

Looking out of Blu spawn's left exit.

Looking out of the right spawn door. The shack on the left crosses over the trench that runs down the center.

Interior of the shack/ hut/ bridge thingy-doodad. A few windows that look at the CP structure, Some health in the loft area (which also has a small window looking at the right side cliff), as well as some ammo under the ladder. The stairs lead up from the trench, and there is a hole to drop down into it, as well.

Going out of the spawns center exit, down into the trench, under the bridge.

Just past the covered portion of the trench. It splits off left to a 3 level building that overlooks the point. Small health and full ammo inside.

Coming up from the left door out of spawn, on top of the mound. Door on the left leads to the middle floor of the building. Go down for a path to the trench, or a small window that looks sort of at the point.

Backside of the CP area. This is the view Red gets as they run out of the main entrance to the area.

Moving up the cliff from the right spawn exit. Wow, I sure took these screens in a weird order. Small health and ammo just past the rock there. Getting through the sure to be sniper friendly path rewards you with a little base to set up in/ deploy ubers from.

Entrance of that building.

Top floor of said building. Had to throw in some detail porn, sorry. Opening on the left there leads to...

this one-way drop down. Hopefully this is a good place to pop and uber from to clear the point. That is the goal, anyway. Might turn out to be a bit too powerful, but we'll see. Note that the exit door doesn't snap shut right away, so be careful about opening it up. It might leave the upper floor vulnerable to some demo spam.

View from under that drop down. You still take some slight fall damage, even if you land on the truck, so be careful.

View from the top of the building overlooking the point.

Lowest level of the building. Small flanking window you have to crouch through, but is somewhat surprising when you can pull it off. One way door leading into the building provides Red with a secondary, but longer, route to the point.

Part of the quick run up I threw in. Over did it on the signs to make sure no one gets confused about where to run.

Not-as-purdy overview, but shows Red's run up.
Known bugs:
I screwed up my prop fading, so there are some nasty pops on some things, but it's nothing major, just detail stuff, most of you probably won't even notice if you aren't looking for it. But now that I told you, I'm sure you'll look for it. Fuck.- No overtime. I realized I had been missing a vital entity required for this, after I did the last compile. Somehow, I didn't learn about it until my second CP map.
- The cap time might be a little low for where it is. We'll see how easy it is to defend.
- A little more fall damage than I'd like to have in spots, but it should be fixable the more I tweak it.
- Sloppy displacements. Playable landscapes should be fine, but I did a quick job on some of the cliffs and stuff to make sure all my displacements work.
- Shadows are fucked for some of the rocks and a few other things.
- 3d skybox transition is still a little weird, but I just taught myself how to do 3d skyboxes, so it should just get better over time.