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.
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.
