2way CP, utilising moving CPs
FINAL VERSION IS NOW AVAILABLE: DEVIL'S BREW FINAL VERSION
Devil's Brew you'll get so drunk, you'll swear the control points are moving! ("don't worry, you're not THAT drunk, the control point DID move")
now available in new strawberry beta flavour :)
my basic decision here is a CP map, whose points have dynamic defenses. more plainatively, the middle and 2ndary points move about 500 units towards the owner, and on the other side of a door(which only opens to let the CP move past).
it's quite a hard thing to do, but i managed to put together a proof-of-concept. i'll upload it for people to review. (to be replaced eventually with the alpha/beta versions)
the name comes from the design direction i plan to take: i.e. 2 breweries, in an industrial area, attempting an aggressive takeover bid of eachother.
v1.3: - fixed the staircase clipping issue in final cap point room - added more health kits/ammo packs in the middle areas - changed the mechanics of the centre point. now capping the centre will not close/open the middle room's external doors. these doors remain open constantly now. - added water around the boat in sky box - removed the one way doors on the upper floor of the bases - removed the inside-door on the ground floor of the bases in order to encourage fighting to include more of the red/blu bases, and the basement areas - remodeled the centre area to give a more interesting layout - added windows to sides of bases on the wall where the 1-way door used to be. - redid signs and sign layout - new preview menu image demonstrating the moving nature of the CPs








