CP Trinity A2

By Void

  1. Void

    aa Void Local Man Unable To Map, Sources Say

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    Duck and Cover!

    RED and BLU bring the battle home! Or... do they? BLU wages war for the ownership of a long-forgotten area of the desert, only to find themselves pushed into a nearby suburban area. But things are not as they seem.

    Stepping through the gates of the town, BLU is greeted by the town's citizens, who all carry a stiff handshake and a stern stare. BLU must fight through this strange environment in order to claim it from RED.

    In this fast-paced three-stage control point map, BLU must take control of this mysteriously ideal suburban town and the surrounding desert before times run out and RED drops a bomb on the situation.
    __________________

    Alpha I - February 22nd, 2011
    Alpha II - February 27th, 2011
    __________________

    Thanks to:
    The Suburban Team
    Moose
    A Boojum Snark
    YM
    Shmitz
    Supersandvich
    Snacks
    Prestige
     
    Last edited: Feb 27, 2011
  2. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Looking good like it should.
     
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  3. luxatile

    aa luxatile deer

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    The name is taken.

    It looks nice, though. Those trees...
     
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  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    The name was given to him.
    I have to say, that is the smallest two-point stage I've ever seen. Almost looks smaller than hardhat (considering hardhat has a lot of "layers", despite small x/y size).
     
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  5. Void

    aa Void Local Man Unable To Map, Sources Say

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    Well. We'll see about the size when its tested.
     
  6. Snacks

    Snacks TODO: Clever title

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    a1:

    Red can't change class once they drop down. Red can't change class where the supply cabinet is.
     
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  7. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Maybe its like the Tardis, small on the outside, bigger on the inside...

    Looking good though Void... Will we get some of the suburban stuff when this is released?
     
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  8. Void

    aa Void Local Man Unable To Map, Sources Say

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    Before, actually, if all goes to plan.

    And damn, littleedge. I knew I was missing something.

    Edit:

    You aren't littleedge. You're Snacks.

    Littleedge hasn't even posted...
     
  9. Okrag

    aa Okrag Wall Staples

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    The problem is that neither littleedge nor snacks has an avatar.
     
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  10. Seba

    aa Seba DR. BIG FUCKER, PHD

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    But Snax has a pretty pink bar instead of an avatar!

    Also, for whatever reason, a Hardhat banner in his sig.
     
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  11. owly-oop

    aa owly-oop im birb

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    [​IMG]
     
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  12. The_Ulf

    The_Ulf L6: Sharp Member

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    I dare say I think I know where this is going and I like it!
     
  13. ANova

    ANova L7: Fancy Member

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    I hate this map soooooooooooooooooooooooooooooooooooo much i hope Void dies!

    nah jk i love how it's looking. Lets just test it!
     
  14. littleedge

    aa littleedge L1111: Clipping Guru

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    I am not Snacks. How dare you think that. I am not a mysterious weirdo who has more hours in SDK than TF2 but doesn't actually produce anything at all.

    Also, Muffin, you realize that the trees are the manor ones, right? I've seen so many people confused by those trees even though they're right in front of everyone's face!

    Looking decent Void.
     
  15. What Is Schwa

    What Is Schwa L6: Sharp Member

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    Just played this on the impromptu. I have to go against the grain and say I really, really like the layout. It could use some tweaking, but it is fun to play as-is.

    In my opinion (and I was getting mocked in game day. You know who you are, go bugger off) the goal of a 3 stage a/d map should be that every games makes it to stage 3. Stage 1 should be EASY, stage 2 MEDIUM, and stage 3 HARD. I think stage 1 is absolutely perfect in terms of difficulty.

    Anyone remember cp_boulder? This map had a lot of good design ideas, but absolutely sucked because the stages were very very big and stage 1 was the most difficult for offense. It was frustrating to take turns trying to beat stage 1 for a half hour.
     
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  16. owly-oop

    aa owly-oop im birb

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    I liked the map whenever blu didn't win instantly after capping the first point

    Some few suggestions, don't know how good they are but they could spark other ideas
    i literally scribbled these 3 pictures in under 30 seconds

    alternate spawn exit path and another door into the point building. also cover up the 2 holes to the side?
    [​IMG]

    move the exit to this path where the scriblled line is
    [​IMG]

    I didn't like this cliff blu got right infront of the point and red couldn't get up

    Looking at this again, the ramp for red probably shouldn't be so close to their side of the map, but I still think they need a way up
    [​IMG]


    I hate saying general things, but I didn't like how the map made a U-turn, I think if you made the shortest path not the best it'd be better (highest elevation, full hp and ammo with it, shortest path)
     
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  17. tyler

    aa tyler snail prince, master of a ruined tower

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  18. Void

    aa Void Local Man Unable To Map, Sources Say

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    Alpha II - February 27th, 2011

    - Added more ammo and health throughout the map
    - Elongated the stage, longer walk times
    - More routes between points
    - Revamped 1-2 layout
    - Added additional exit out of RED spawn
    - Added staircase up to RED spawn
    - Sightlines broken

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    DOWNLOAD
     
  19. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    I'll just note one thing based on my playtime on a1 and the pics in your post : please make the setup gates see-through for the next version (unless you somehow plan to leave them opaque forever but I'd advise against it).
     
  20. Zhan

    Zhan L5: Dapper Member

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    Yes, this, I agree.

    Also, I don't really like how RED players can stand in that tunnel by the second point and fire out at BLU while being sheltered from pyros and spies, who can't get past the visualizer. Perhaps add a door there, or make that all part of the playable area and have the visualizer in the actual dropdown?

    Overall, think this is quite a solid layout as you have here!