cp_wickedx_b11

Credits

Submitter
  • P1: Beggar
    Points: 93
  • C1: Member
  • A4: Graduate
    Account Age: 4 years
Chro (Creator/Co-creator)
Key Authors
O~Chro

Rating

9.42/10
Based off 3 rating(s)

Additional Info

Development State
Beta
Version
11

Stats

Post Count
4
ViewCount
1,564
Downloads
287
Date Added
4 years ago
Date Modified
3 years ago

A remake of wickedX with control points that require you to be in multiple locations to capture.

Got beta11 out, capping system should be working properly. I've made multiple modifications to it multiple times. But hopefully it keeps on working. Changes the textures to the alpine theme, grey rocks with grass. Changed water to a darker tint and changes the cave textures to a darker color as well. Added more detail in the last cap room (doubles over as cover). Post what you think.


Beta 8/9 will be out next week, I added another window in the last cp room and increased the spawn time on the last point when defending as well. I'm hoping for the new environment textures before releasing it.

After some reconsidering it will be a couple weeks from today (8/21) before it gets released. I'm going to have to re-do alot of the rockwalls on the outside to make everything blend in a little better. But on a side note the grass, grey rocks, trees and new props do make it look nicer.


Beta 7 change log

fixed respawn timers (one side had an advantage all the time) increased respawn time after capturing cp2/4. Added another entrace to cp 1/5 More signs to help players know which way to go. Multiple minor texture fixes

So far the map seems pretty solid, especially at mid. The combat there is very interesting with all the new elements that people aren't use to yet. My main goal now is to make the final cp easier to capture because right now its a stalemate alot of the time.


This is a remake of a weapons factory/weapons factory arena map. Orginal done by Rampage

This is you basic 5 capture point map, with a slight twist. The midfield point can be captured below or above water on the bridge, this gives an advantage to the lighter classes and less to demo/soldier as well to provide cover from snipers. The 2/4 point as seen in the screen shot have 2 separate points, one above and one below. A team must have a player on both to capture the point. With the last cp (1/5) there are 3 separate points to stand on. This point caps as fast as badlands if not quicker because of the team work needed. The last catch to the map is that from midfield water route you can get behind all other capture points to enable a lot of different ways to attack.

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Comments

    • P1: Beggar
      Points: 93
    • C1: Member
    • A4: Graduate
      Account Age: 4 years
    Posted by Anonymous Pros: Well designed at fun Cons: While the multiple CP is great on 32, it's not so great with fewer people (we tested the map with 12).

    The map is designed for 6s or 8s. The only way it wont work well with 12 is if you have no communication, but as i've said this map forces teamwork, if your team still doesn't work together then yea... it wont work too well.

    Bananite
  • Anonymous

    Pros: Well designed at fun Cons: While the multiple CP is great on 32, it's not so great with fewer people (we tested the map with 12).

    • P1: Beggar
      Points: 160
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Pros: Great looking map and a well thought out design. Love the teamwork capping concept.

    Bananite
    • P1: Beggar
      Points: 606
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: looks excellent! can't wait to play it. Cons: none. Improvements: none. Notes: really good design.

    It rubs the lotion on its skin
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