cp_blaststone_silo_b2

Credits

Submitter
  • P1: Beggar
    Points: 403
  • C1: Member
  • A4: Graduate
    Account Age: 3 years
infectedfury (Creator/Co-creator)
Key Authors
InfectedFury

Rating

9.75/10
Based off 2 rating(s)

Additional Info

Development State
Beta
Version
0.2
Maximum Players
24

Stats

Post Count
4
ViewCount
1,738
Downloads
363
Date Added
3 years ago
Date Modified
3 years ago

This is the second beta for my map

CP blast stone silo.

The map plays like gravelpit with red defending 3 CPs You have to cap A (communications room) & B (launch pad) before you can cap C (red base courtyard)


Changes for B1 -Improved visuals -fixed vis leaks that allowed you to see out of level. -new path from blue spawn to cap B -cap C changes -changes to health & ammo packs -modifications to cap times


you can download the first beta here http://www.fpsbanana.com/maps/63044

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Comments

    • P1: Beggar
      Points: 403
    • C1: Member
    • A4: Graduate
      Account Age: 3 years
    Posted by Lazy Eskimo I think a is very good. B could use a redesign. It's just too simple and small. C could use some work to spice it up.

    im not working on this map any more. but if i do i will be doing it again from the start

    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    I think a is very good. B could use a redesign. It's just too simple and small. C could use some work to spice it up.

    Bananite
    • P2: Drudge
      Points: 3,618
    • E3: Tutor
      EF: 50
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Pros: In my opinion, significantly better than the last one. Everywhere improved. I'd consider this map to have the same quality as Valve's new Badwater Basin. The biggest improvement is in C. Now that's much better than the previous one. I see that you've used different textures and added a few things, and that makes that area work. B has a known boundary, unlike the last map, and A, although just about the same as last time has gotten better. The new pathway makes all the difference in the way the points can be pushed, and that's a really good thing. Outstanding job! Cons: Just a few this time around. I agree with Paper Shadow (and I also mentioned this last time) that the blu team filter and noentry texture should be moved up to the setup doors as opposed to the resupply rooms. There's a little error with the certain color in which is displayed on the control point plate. I played as BLU two consecutive rounds and noticed that before and after we capture B, the plate shows the red color and not blue. For A, the first time I went to it, before and after, it was blue. Second time, it was red before and blue after, which is the correct way. C was fine. However, I'll say the biggest issue at this point is that plenty of walls need player clips. I'll give you an example of what I mean. In this map, there are a few walkways with door textures just for design. However, these doors are slightly in the wall (about 1-4 units). If someone walks to the door and then tries to walk adjacent to it, they hit the side of the wall. Clip those areas off so if they were to walk to it and run adjacent, it's as if there was never a wall to blcok them. I may have made this sound more confusing than it is, but it's just what I mean. Improvements: See Cons. Notes: A much better map than before, and deserves praise for it. Great job, and keep up the good work. :)

    Fire God
    • P1: Beggar
      Points: 145
    • E1: Helper
      EF: 2
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    A nicely detailed map, I haven't attually played it on a server yet but I had a look around on a custom server...

    Very detailed, and CP 'A' reminded me a lot of its Gravelpit couter-part. The map seems balanced. 'A' was open, 'B' was enclosed (If that is the right word), and 'C' was a mixture of the two...

    What I will say is that the BLU base is a bit dark, a small light should fix that, and RED can go all the way up to the BLU respawn, which is a bit too close. I know there is an entity to block one team from going to places and doesn't stop the other, but I can't remember what it is...

    Overall, a good, detailed map which looks fun...

    ...
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