CP wetstone

Discussion in 'Map Factory' started by re1wind, Jan 25, 2011.

  1. re1wind

    aa re1wind

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    basic top-down layout. Not fond of red's spawn, and want to add a 3rd cp. lots of flanking opportunities, too many?

    Assymetric CP competition.

    Sand colour is outdoors, darker = higher
    purple = indoors, darker = higher
    ignore green for now, i need to rethink it, but is meant to signify door[ways]
    light blue = ledges that may or may not be reachable
    red = windows or glass
    orange= doors that un/lock when cp1 is captured
    Left one is unlocked after cp1 to give blue better access to cp2.
    right door is locked after cp1 is captured

    Purple corridor on the right between red spawn and cp1 is a covered bridge.

    [​IMG]
     
  2. re1wind

    aa re1wind

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    reserved
     
  3. Lancey

    aa Lancey Currently On: ?????

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    Looks well planned. CP2 might be tricky to defend being closed in.
     
  4. tyler

    aa tyler snail prince, master of a ruined tower

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    Unless you literally mean wet rocks, this is spelled whetstone. But since you colored things as sand, maybe you do mean wet stone?
     
  5. Seba

    aa Seba DR. BIG FUCKER, PHD

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    The distances between points and BLU spawn worry me. It seems like once the attackers actually push through the area between CP1 and 2, there will be no time left to properly attack the point. Iunno.
     
  6. re1wind

    aa re1wind

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    Not really pleased with red spawn and cp2 that much anyways, and put the least time in it. got some ideas on how to improve it a bit in terms of defendability.

    Its also "wetstone", as in non-dry stone, so i'm probably going for a slightly swampy rocky theme. Name is kind of temporary anyways.
     
  7. re1wind

    aa re1wind

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    planning mk2
    orange = one-way red door that gets locked after cp1 is captured.
    blue = one-way blu door that gets unlocked after cp1 is captured.

    Still not particularly keen on the middle area, and those two green doors leading to the area infront of cp2 can quite easily be kept closed with stickies and sentries, so i'm going to have to change some stuff there as well. Trying to keep the lines of sight down as much as possible.

    half the map has been blocked out, and i'm rather hesitant to block out the middle area leading to cp2 as i'm not satisfied with the middle area and cp2.

    [​IMG]