cp_spire

Credits

Submitter
  • P1: Beggar
    Points: 230
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    Account Age: 4 years
IcyEyes (Creator/Co-creator)
Key Authors
Isaiah Kelly

Rating

9.75/10
Based off 2 rating(s)

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Additional Info

Development State
Alpha
Version
1B
Maximum Players
32

Stats

Post Count
14
ViewCount
2,509
Downloads
472
Date Added
3 years ago
Date Modified
3 years ago
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Cp_orange_x remake

Inspired by the unique vertical combat offered in orange_x I decided to put my first serious mapping efforts in to creating a map with this type of element as the main focus. This is very much an experiment in gameplay design, not visuals. This means the look will not remain as it is now. The plan is to crate a new (Maya/Aztec) art style for the map after I nail down the core layout through play testing.

Please do not hesitate to let me know what you think. It could greatly effect the final version. Send any suggestions, comments, ideas, or bug reports to: isaiah@n00bicidal.com. You can also follow the development of this map and others on my blog: n00bicidal.com

ClanAO.com as created a 24/7 play test server for the map here: 74.63.81.77:27016 steam://connect/74.63.81.77:27016

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Comments

    • P1: Beggar
      Points: 657
    • E1: Helper
      EF: 12
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Played this last night on our highlander server, with 7-8 people on each side. I found it pretty enjoyable, which is impressive considering I hate orange_x. I'd recommend just a few changes: 1. Reduce the edge on the walkway right as you exit spawn. It's just high enough to be annoying to jump over. Any other ledges like that should be lowered as well.

    1. Simplify and open up the tower a bit. Right now it's a little restrictive and confusing (never sure what level you're on). Perhaps make the inside two 2-story chambers with exposed stairways?

    2. Convert ramps to stairs, except on the tower. Do this especially with steep ramps.

    3. Add a bit of health around the map.

    4. When a team reaches CP4, open a shortcut passage from the back of their spawn to the side towers. That will prevent stalemates even more.

    5. Textures, lighting, etc. :)

    Overall a great start. I can't wait to see this improved even more. And ignore the symmetry comment from the other poster... that's one big complaint about orangex, since it gives a slight advantage to one team. It's best to keep it simple, since that's why people love orangex.

    This would be very cool with the egypt textures, btw. :)

    Bananite
    • P2: Drudge
      Points: 4,934
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    I would recommend not keeping this perfectly symmetrical. If there is any one thing I have learned through my past projects is that players like a map that is balanced but not perfectly mirrored (this shows up when servers run it, i noticed). Subtle variety in cover/brush work will go far.

    I will say beyond that, you've really made something very cool here. looking forward to the the final version. :)

    Was that a pulse...?
    • P1: Beggar
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    Wow.... That's all I can say. You are one of the few people I've seen that can make a great looking map with just that boring old gray dev texture. Not only does it look good, it's to be completely symmetrical, so no complaints here about balance...

    So yeah, keep it up man!

    Bananite
    • P2: Drudge
      Points: 1,710
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    Take out the 2 mini pyramids and i think you win, just doesnt have the same open feel the original had. other than that its a huge improvement.

    better for being baked
    • P2: Drudge
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    The screenshots tells something good is coming to us. If you could give the walls and stuff TF2 themed textures (Which I think you will) then this would be one of my favorites to play. I don't really like orange because it's too open, but the amount of obstacles here has dealt with that problem. Overall, it looks great. Keep this map updated as much as possible, I would LOVE to hear more.

    This will be on my watchlist!

    Cream Gravy!!!
    • P1: Beggar
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    Just gave it a run, overall its a great mpa but a few concerns, 1. the tower in the middle seems too high 2.some slopes are a bit steep,

    other than that its great keep it up.

    Bananite
    • P3: Peasant
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    Awesome design, awesome textures, they look so clean... Just get another water texture, please.

    HQ is HQ
    • P1: Beggar
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    Based on the original, I would have to say that the last point was almost always a stalemate. The other team would build 5 sentry guns and then everyone would camp in their spawn.

    From what you have done with the last point, I think you have made it harder to assault, considering there is only one opening to the last point. You should make another 1 or 2 openings in that wall to let the attackers through without getting spammed to death.

    cp_arctic_blast
    • P1: Beggar
      Points: 230
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    This is only the first alpha so at this stage I only want to focus on gameplay and balancing issues. This map will be going though a lot of changes in the future based on play testing and feedback. When it moves towards beta, I'll start work on the cosmetic elements, changing the look completely!

    everyone dies but not everyone
    • P1: Beggar
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    Yeah perhaps a bit more colorful as you stated Xevious1

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