I may or may not have any idea what I'm doing.
http://i.imgur.com/MeZTP.jpg
http://i.imgur.com/j4UVU.jpg
I may or may not have any idea what I'm doing.
http://i.imgur.com/MeZTP.jpg
http://i.imgur.com/j4UVU.jpg
Excuse the double post:
Finally got the final point down. Just gotta sort out RED's spawn around here and bam, ready for testing.
http://cloud.steampowered.com/ugc/486626006560642676/2AFE9EEA276A292CF6AFE47A13FB12E66C5D21D8/
http://cloud.steampowered.com/ugc/486626006560650703/7FC44CF62D63621A71B934FAF45F47446D821393/
EDIT: Supposed to be one of these:
http://www.dailyfundose.com/wp-content/uploads/2010/05/glory-hole-spillway.jpg
http://iliketowastemytime.com/sites/default/files/monticello_dam_drain_glory_hole_usa4.jpg
http://intradayfun.com/wp-content/uploads/2011/01/glory_hole_Monticello_Dam_2.jpg
http://www.youtube.com/watch?v=C3jfF7B43Wo&feature=related
the bridge out to the point looks a little long, and the roll forwards might make it too difficult to defend. unless it starts there, in which case, derpaherp
also the big pool of water is gonna be hell for pyros
If that's a center CP (first image) you should have some better access to it, maybe try adding some higher ground on either side for flanking options, with the ability to jump down onto the point from above.
quick example:
![]()
A couple of things:
The point itself is already directly accessible by jump classes from the existing platform (the red one in the screenshot).
Adding high ground over that particular area would potentially open up some pretty nasty sightlines.
Mid probably needs a high ground, but I'm going to wait for the a1 test to see how it would be best implemented.