cp roundhouse rumble

Credits

Submitter
  • P4: Worker
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    Account Age: 3 years
Ezekel (Creator/Co-creator)
Key Authors
Ezekel
Special Thanks
Exhail
a constant stream of suggestions

Rating

9.57/10
Based off 3 rating(s)

Additional Info

Development State
Beta
Version
1.2d
Maximum Players
32

Stats

Post Count
7
ViewCount
1,181
Downloads
215
Date Added
3 years ago
Date Modified
3 years ago

4 point CP at a secret red base

Cp_roundhouse

this is roundhouse rumble.

the story around this map being: what happens if you don't pay your security firm promptly? answer: they take over your base and hold it for ransom.

the blu corps have been hired to guard this red base, however, payday's come and gone 3 times, and still not a dime has been seen. well time to show these red guys they can't push the blu corps around like that.

v1.2d: - added "start" arrow to the attack plan map - added an extra route to get to point C for attackers (through the barrel filled building), letting them come out between C and D, for a flanking attack option.

v1.2c: - plus 1 second to B cap - custom signs - changes to the arrows - lighting changes

v1.2b: - attack and defense plan maps added to team spawn areas - slight change to B to make it less protected from snipers to reduce the the ninja cap/scout cap effect - revised the arrows/signs, removing some, and making others clearer - made the "sniper exhail" deck slightly easier to reach - a couple of lighting and prop changes

v1.2a: - removed erroneous signs pointing to a removed spawn/resupply room - added signs at point A that indicate the primary route(s) to get to B - added a few more props/details - rotated/resized a couple of textures to line up better.

v1.2: better streamlining for spawns primarily, and many other minor fixes on top of this.

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Comments

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

    Pros: liked this map played really well for me good use of high and low points Cons: bit of a choke point at c but i liked that so not much of a con Improvements:> would love to see the ambulance out on the game somewhere?

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

    Pros: Stealth train FTW! Lovely variance for each point. Extra blu spawn helps keep the game play focused around the last point instead of being caught out running towards the point. Ex's Extinguishers is just LOLZ :D Well rounded map that gives you a bit of everything when you play. Cons: Seeing though I assisted with the map testing up until this point all my suggestions have been implemented and there are no others to add :D Improvements: None ^^

    Wise men follow their own dire
    • P4: Worker
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    Posted by Keebleto Cons: So far, it seems that some of the wooden shack/buildings are a bit plain, such as the 3rd screen shot. I know it is a side of the building but i feel you can add some sort of spice into it, maybe a window or something even though a player may not be able to get in. A window would be nice because there is cover for both teams then, Blu gets that fence and can shoot and duck while Red gets leverage of sniping or demolitions, sentries.

    thanks for the feedback. i agree there are still several plain building faces, and there is even a tunnel that i've yet to put displacements in, or props (the C->D tunnel is to have a mining-track in it for example). - fact is that the map is still in alpha for just these reasons (well and also cos i still feel it could use more playtesting, i'm not completely happy with the cap times).

    Posted by Keebleto Notes: I prefer industrial maps but this has a nice blend of the wooden texture that just flows with the desert floor. The skybox is not as bright as some other skyboxes but it fits the theme, a desolate area for operatives, great job

    if you like industrial, you may like pl_reservoir, which is predominantly industrial themed, though slightly shakey in gameplay due to my newness to mapping (prior to this map i tended to overestimate sizes).

    again thanks for the feedback, it's great to actually have a rating on one of my maps :)

    I am the Bananemensch!
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    Pros: Excellent use of lighting, textures, and over all theme of the map. You have seemed to create a nice desolated area of some kind of intel operation or an operatives base. There are many props involved which is good because props provide efficient cover for players if used properly. Extra additives such as covers over control points doesn't leave the attacking team to be too exposed while trying to cap a point. There are also nice arrows pointing where to go. Cons: So far, it seems that some of the wooden shack/buildings are a bit plain, such as the 3rd screen shot. I know it is a side of the building but i feel you can add some sort of spice into it, maybe a window or something even though a player may not be able to get in. A window would be nice because there is cover for both teams then, Blu gets that fence and can shoot and duck while Red gets leverage of sniping or demolitions, sentries. Improvements: Read cons. Notes: I prefer industrial maps but this has a nice blend of the wooden texture that just flows with the desert floor. The skybox is not as bright as some other skyboxes but it fits the theme, a desolate area for operatives, great job

    Bananite
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