cp_extraction_rc2

Credits

Submitter
  • P1: Beggar
    Points: 349
  • C1: Member
  • A4: Graduate
    Account Age: 3 years
scorpiouprising (Creator/Co-creator)
Key Authors
Scorpiouprising
map maker

Rating

9.61/10
Based off 1 rating(s)

Additional Info

Development State
Beta
Version
3
Maximum Players
32

Stats

Post Count
2
ViewCount
1,180
Downloads
262
Date Added
2 years ago
Date Modified
2 years ago

A gravelpit style map set in a hydro environment. Features a middle secton which offers a variety of paths.

Cp_extraction is a gravelpit style map with a hydro aesthetic. It features two very pronounced capture points and a very open final capture. The middle section of the map provides attackers and defenders with a variety of paths to get between all three points. Also, doors open when A and B are captured, which assists attackers in getting back into the action, especially when you control both A and B.

Any feedback is appreciated. Changes from RC1:

*Cleaned up some level geometry near the point where A and B connect. Might have screwed up optimization a bit, let me know. *Added a new structure where the small health and medium ammo were at A. That area is now enclosed, giving defenders a bit more of a fortress to defend. *Attacking is now oneway (like Gravelpit). Should help to alleviate spawn camping and force attackers to commit to an attack. *More detail work in Blue spawn, still some more to be done, but it should be a bit cleaner now. *Added two new ways to get up to the point on C. First, a stairway from behind, that loops up to one of the side entrances. Second, a bridge from the platform to the side of the point. Defending should be a bit easier, but we'll see how that balances out. *Added a oneway door up to the platform. If defenders want to use the platform to defend C, they must commit to it or fall down to run back for health/ammo.

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Comments

    • P2: Drudge
      Points: 1,191
    • E1: Helper
      EF: 2
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Some signs right at blue spawn would help a lot. The moment you spawn, you should be able to see signs that point you to A or B. Without any direction, I found myself heading straight, and into B, and was totally clueless where A was.

    Bananite
    • P1: Beggar
      Points: 89
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    Downloading, I like the architecture, it's really original, and looks neat too!

    Tested it, looks great, everything its really well made, and I found a few small issues (apparently, I did screenshotted them, but they're not in the folder D:) One of the was a wall-clipping from a Vent entrance model, its almost invisible, but meh. Ah, yes, there was a lighting error getting out of the BLU spawn, where the big bricked walls are, check that out too.

    Stuff-maker
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