CP_Original = updated to A6 Jan 20
Posted: 09 Jan 2011, 01:23
A9
a lot of work since a6 which crashed the fun server? but worked fine on another server.
not going to list the changes, but here are some screens showing a little bit of detail and some changes.
NEW LINK major changes.
http://dl.dropbox.com/u/15441325/cp_original_a9.bsp.bz2
===========
a6
thought a5 was final layout... well
Moved B a little closer to C.
Rotated entire C structure 45*, put it closer to A, got rid of some paths between C and A.
some optimizing.
Put A back inside, re arranged the A area. Redid paths from Blu to A.
Remeasured times with pyro on a bunch of Gravelpit styles maps (GP, FC, ST...)
Times are now <=20 seconds walking for pyro, spot on with Gravel Pit.
Except when A+B capped C door opens giving Blu 20 seconds to C (instead of 30-40 from spawn). Hoping this will help them fight into C since it is more enclosed and probably easier to defend than C on GP.
===========
a5
pulled A in closer to middle.
shrank a few rooms here and there.
==========
a4 changelog : blame Beetle
Beetle mentioned that the map didn't have enough height change. I felt like he was right.
Point A was boring and I wasn't sure what I was doing with it's 'theme'.
So it's now a dock area, with a switchback cliff pathway down from C gate.
Both teams have high ground on their side of it, and the ocean under docks is a death pit.
Moved Blu spawn up a little bit, so less uphill battle to point B, and high ground for A.
==========
a3 changelog:
a3
Point C:
Enlarged fighting area.
Simplified paths from Red spawn
moved Red spawn a little closer.
Point B:
Moved a little closer to C.
changed pathways from B to C.
Placed temporary B building for model scale.
Point A:
Completely redone, moved a lot closer to Blu Spawn
Reduced sight lines
Added/Changed paths from Blu Spawn to A
Shortened path from Red spawn to A
Moved A outside (still figuring out how this point is going to be.
Made a/b to C gate a lot smaller.
=============
I'm gonna try and get Captain to run it when peeps are on the server, don't hate me.
It's a Gravel Pit style set-up, the A>B tunnel is more open and when A & B are capped a door opens between the to C.
It's all lit, everything works properly, there's ammo health all over, and it's well marked, finding your way should be easy enough.
It's almost exactly the same size as Gravel Pit, times are all the same, etc... so it SHOULD play pretty good.
Remember, I need you to win!
feedback here would be great, or if I get a demo recorded...[/b]
a lot of work since a6 which crashed the fun server? but worked fine on another server.
not going to list the changes, but here are some screens showing a little bit of detail and some changes.
NEW LINK major changes.
http://dl.dropbox.com/u/15441325/cp_original_a9.bsp.bz2
===========
a6
thought a5 was final layout... well
Moved B a little closer to C.
Rotated entire C structure 45*, put it closer to A, got rid of some paths between C and A.
some optimizing.
Put A back inside, re arranged the A area. Redid paths from Blu to A.
Remeasured times with pyro on a bunch of Gravelpit styles maps (GP, FC, ST...)
Times are now <=20 seconds walking for pyro, spot on with Gravel Pit.
Except when A+B capped C door opens giving Blu 20 seconds to C (instead of 30-40 from spawn). Hoping this will help them fight into C since it is more enclosed and probably easier to defend than C on GP.
===========
a5
pulled A in closer to middle.
shrank a few rooms here and there.
==========
a4 changelog : blame Beetle
Beetle mentioned that the map didn't have enough height change. I felt like he was right.
Point A was boring and I wasn't sure what I was doing with it's 'theme'.
So it's now a dock area, with a switchback cliff pathway down from C gate.
Both teams have high ground on their side of it, and the ocean under docks is a death pit.
Moved Blu spawn up a little bit, so less uphill battle to point B, and high ground for A.
==========
a3 changelog:
a3
Point C:
Enlarged fighting area.
Simplified paths from Red spawn
moved Red spawn a little closer.
Point B:
Moved a little closer to C.
changed pathways from B to C.
Placed temporary B building for model scale.
Point A:
Completely redone, moved a lot closer to Blu Spawn
Reduced sight lines
Added/Changed paths from Blu Spawn to A
Shortened path from Red spawn to A
Moved A outside (still figuring out how this point is going to be.
Made a/b to C gate a lot smaller.
=============
I'm gonna try and get Captain to run it when peeps are on the server, don't hate me.
It's a Gravel Pit style set-up, the A>B tunnel is more open and when A & B are capped a door opens between the to C.
It's all lit, everything works properly, there's ammo health all over, and it's well marked, finding your way should be easy enough.
It's almost exactly the same size as Gravel Pit, times are all the same, etc... so it SHOULD play pretty good.
Remember, I need you to win!
feedback here would be great, or if I get a demo recorded...[/b]