Tripwire

CP Tripwire A4

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Tripwire - Stormy cliffside 2CP A/D

Entry attempt no.2 for the back to basics contest???
Made in a week because I gave up on tarpit, still using manifests.
Lazy screenshots as of A1:
View attachment 112277 View attachment 112278 View attachment 112279

Custom content used:
*Diesel train from the emporium vehicle pack
*Powerup water, by tumbolisu
*Cool 256/64/etc handrails by someone
 
Last edited:

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
Suggestion:

upload_2019-10-6_18-0-46.png


Move A closer to blue team and remove their route that flanks behind it so they're forced to go through the main area instead of just shortcutting around it. Make the entire high ground area about 128 units shorter so red doesn't have such a larger overall advantage. Put server racks (or whatever else) along the wall to the low route so that it has more cover. Moving the point further forward also means this route has a better opportunity to actually flank around red team.

I don't have any suggestions for B other than moving red spawn so blue and red don't both approach from the same side of the room. Will improve your flow a lot.
 

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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
This update brings:
*New B point, no more weird spawn/shortcut/'chickenwire funhouse hall of mirrors'
*Somewhat new A point, thank you to Idolon for the suggestion
*Lowered respawn times overall
*Made A->B connector a tad less cramped
*Added a jump up in the opening area
*Replaced short fences with tall ones to better indicate a closed off area
*Made glass darker
*More stuff I definitely forgot

Screenshots:
cp_tripwire_a20001.png
cp_tripwire_a20000.png


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pk.pseudo

Certified Eldritch Horror
Jul 17, 2019
41
26
A2 point B looks one million times better than A1. I feel like I was harsh leaving feedback on the chickenwire routes into B but I'm really glad you did remake the entire point itself. It looks so much better and more visual and geometrically pleasing. Hopefully, I can jump on and playtest this sometime soon!
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
This update brings:
*Moved blu forward spawn so red doesn't have highground over it/you don't have to make awkward turns
*Remade A->B connectors, any advice on properly making connectors would be greatly appreciated
*Added a new entrance into last for blu
*Resized last a bit
*Made the Pit at B shallower
*Fixed some bad clipping across the map
*Made A not cap in two seconds
*Remade red entrances to A
*Fixed respawn times
*Fixed some tiny gaps in geometry
*Fixed broken visualisers, somehow I set them all to start disabled
*Thanks for all the help, Emil!

As always, all and any feedback is greatly appreciated

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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
This update brings:
*B is now wider
*Red spawn is further back on B
*Blu's right route on B is wider
*Added some ammo for red, widened a doorway
*Removed blu's top flank for A, maybe it will flow better now
*Made the glass texture larger so it looks a bit better
*Added stairs + moved forward red highground platform on A
*Added a blu spawn exit and changed one of the others
*Added deathpit signs
*Moved the A train further back
*Pushed floaty pickups down to the floor
*Filled the hole in the stacked fences in the opening area
*Nobuild computer cabinets
*Fixed a small sightline into blu's upper route at B
*Probably more stuff that I forgot to list

Hopefully this is a good update!!

Screenshots:
cp_tripwire_a40000.png
cp_tripwire_a40001.png
cp_tripwire_a40002.png


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