cp_area51

Credits

Submitter
  • P2: Drudge
    Points: 1,800
  • C1: Member
  • A5: Veteran
    Account Age: 4 years
dertend2000 (Creator/Co-creator)
Key Authors
DIODIO
natto-sol

Rating

9.13/10
Based off 5 rating(s)

Additional Info

Development State
Final/Stable
Version
4.0
Maximum Players
32

Stats

Post Count
15
ViewCount
4,931
Downloads
1,305
Date Added
4 years ago
Date Modified
4 years ago

The blue team attacks a base in the basement.

3/16 I revised it.

There are a lot of changes and understands it if it has you play because serious to write very much.

  • Structure of a map after 2R changed.
  • An elevator disappeared.
  • Three simple elevators increased.
  • Approach methods of a building of 1R increased.

2/16 This map is a defense map of the DUSTBOWL form. The blue team attacks a base in the basement. The red team prevents it. There is an elevator for the middle. I step on the elevator and advance underground. When it takes three round, six CP, it is the victory of the blue team.

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Comments

    • P1: Beggar
      Points: 154
    • E1: Helper
      EF: 1
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    I like most of it but find that its all to big and to small at the same time. There isn't enough stuff so its all big and spread out.

    farly new to mapping
    • P1: Beggar
      Points: 31
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: Awesome work -- this map is a blast to play. Lots of little details, great lighting, and the abundance of different attacking routes is amazing... Cons: Everyone on our server agrees that it's easy to get lost at times, especially on the 3rd stage of the map. Maybe a little more signs/directions would be helpful... Improvements: (See above... just a bit more directions.) Notes: Our server group LOVES this types of map!! It was an instant hit, so it made it to our server's rotation in record time...

    Hooah!
    • P2: Drudge
      Points: 1,800
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    I took one month and remade a map.

    I turned into the map of a basic DUSTBOWL type. Even a great number of people set a passage widely to be able to play.

    As for the latter half, is totally different; is mapped with respect. Please play by all means.

    DIODIO
    • P2: Drudge
      Points: 1,800
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Thank you for feedback.

    I try to play, and oneself really thinks last CP of 2R to be a too difficult map for blue.

    Therefore there wants to give increase palm red three option with a passage and two elevators that blue drops below.

    It is hard to interfere it each other, and it wants to try to be assumed that I fail in three choice in taken balance.

    DIODIO
    • P1: Beggar
      Points: 50
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Another thing.. you need func_respawnroomvisualizers on blues respawn room in the second capture point. And like i've mentioned below, please make it so only blue can go in the elevator, and possibly make 2 elevators rather then 1, or just more routes to the control point. The elevator CP (2nd round/2nd cp) is REALLY hard because red attacks blue and they have sentries everywhere at the capture point, it's a really fun map, but would be even better if it was updated!

    Bananite
    • P2: Drudge
      Points: 2,878
    • E1: Helper
      EF: 17
    • C1: Member
    • A6: Elder
      Account Age: 7 years

    Haven;t pld this on full server yet but there are obvious clipping errors just walking around the map, and it could do with some mroe detailed textures and functional buildings, so everything has an obvious whuy it is there, some structures are just put in to fill the map i think

    (O>)
    • P1: Beggar
      Points: 50
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Forgot to also mention that the doors can break if someone gets in the way of closing it, resulting in people going on top of the elevator and getting confused.

    Bananite
    • P1: Beggar
      Points: 50
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Good map, but the second cap is near impossible, having 1 way down with the elevator.. I couldn't win with my team of 16. How about having 2 or more elevators? and make the doors have func_respawnroomvisualizer and/or filters so only the blue team can use the elevator.

    Bananite
    • P2: Drudge
      Points: 1,710
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    The rocket is blurry because its a skybox model. in dustbowl they made it so the bottom of the rocket was in the map and the top joined from the 3dskybox.

    Its a nice enough map overall, varied gameplay etc. could use some more interesting textures and brushwork but thats superfluous so doesnt really matter.

    Better screenshots next time would help tho

    better for being baked
    • P2: Drudge
      Points: 1,800
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    The reason why a rocket becomes dim, and I see you is that I cannot use hammer well. I do not understand English. So hammer only English version is very difficult. So it is saved very much when I get feedback. I see the rocket by next version up more neatly.

    DIODIO
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