aaaaasdasdasdasdasda Posted August 17, 2014 Report Posted August 17, 2014 Hey! Been working on this for a while, it's a capture point map. Not quite done, there's still the little things like capture point signs (There's no C decal!) and soundscapes. Movement needs to be smoothed out a lot in some areas too. It's pretty experimental since there was no good basis to design my map around but the almost symmetrical layout should mean it's okay. I'd love for any feedback you have. Quote
ESToomere Posted August 17, 2014 Report Posted August 17, 2014 I know there are the CP models but does this actually work as a gametype? Quote
aaaaasdasdasdasdasda Posted August 17, 2014 Author Report Posted August 17, 2014 I know there are the CP models but does this actually work as a gametype? Yes, all of it is from the cp_dust2 example map. Quote
El_Exodus Posted August 17, 2014 Report Posted August 17, 2014 Let's definitely playtest this in the near future! Quote
TheGuma Posted August 17, 2014 Report Posted August 17, 2014 Let's definitely playtest this in the near future! Near future? Heck, let's do this now! Quote
Spherix Posted August 17, 2014 Report Posted August 17, 2014 If you need any help modifying the CP script (if you plan to that is) send me a nudge, I practically know it by head Quote
TheLukas Posted August 19, 2014 Report Posted August 19, 2014 Looks nice, I would really like to test it Quote
aaaaasdasdasdasdasda Posted September 5, 2014 Author Report Posted September 5, 2014 Decided to go ahead and release the map today, with minor changes based on the great playtests that were held.Check it out:http://steamcommunity.com/sharedfiles/filedetails/?id=310075995 Quote
Deh0lise Posted September 5, 2014 Report Posted September 5, 2014 Imo light is fine, but the bridge (arch) looks strange, probably because it is in diagonal and doesn't seem to be any other bridge. I haven't tested it yet though. Quote
TheGuma Posted September 5, 2014 Report Posted September 5, 2014 We were play-testing this on Mapcore Event. It was awesome, I'll admit! Everyone seemed to enjoy it. The only problem i found was that the T and CT spawns were too close to each-other. It feels as if it's too easy to Negev rush it. I think making spawns farther away would make it harder but more rewarding! Also, some players complained the map was too cramped. Or so to say.. Tight. These are some issues that might need to face-lift the map, and i believe would be hard to do, but if you would, that would be awesome! Quote
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