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CP_PROLANE_V2 - UPDATED
Created 5th February 2009 @ 15:57
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Hey, some of you may already know that Me and Mafia`Dave have been reworking fastlane other the past couple of weeks. After having a break over the last couple of days I have pretty much finished what I would like to call Version 2. I hope that the community can continue to pickup this map as I believe it is at a very good standard now. Maybe even a one night cup can be arranged within etf2l or something along those lines.
In version 1 I was mainly concentrating on reworking the spawns, cap and spawntimes. In version 2 i continued adjusting the captimes to a position where i believe they are pretty much dead on. Not only that I have gone on and had a look at capture point 2 regarding routes and healthpacks. I have reworked the healthpacks in and around the capture point and have also introduced a new route into the point going underneath the left hand building and up the side of the point (see screenshots).
I have included screenshots below and thanks to everyone who has helped me along the way especially Dave.
Screenshots :
http://i42.tinypic.com/2lnieyo.jpg
http://i43.tinypic.com/zoey5j.jpg
http://i40.tinypic.com/29lle76.jpg
http://i43.tinypic.com/nq7pfb.jpg
http://i40.tinypic.com/13yi5ap.jpg
http://i44.tinypic.com/30rxld1.jpg
http://i39.tinypic.com/2cxtbo9.jpg
Filefront Download :
http://files.filefront.com/cp+prolane+v2bsp/;13209580;/fileinfo.html
FAST MIRROR (cheers Jonni) http://fakkelbrigade.eu/jonni/cp_prolane_v2.bsp
Any additional mirrors would be greatly appreciated
spence xx
Aye gj dude, as ryb said loving that new route, cp1 looks cappable now
Must say wp :)
Cheers
Byte
p.s. what are the spawn times like? and also the cap time like now?
2nd mirror: http://fakkelbrigade.eu/jonni/cp_prolane_v2.bsp
great stuff on the map mates. i’ll be sure to vote for it!
byte : the captimes are just alot more appropriate, your not standing on middle for half and hour to cap it, its hard to say what they are like, but spawntimes have been increased and after some playtesting it does give the opposition a chance at pushing out and capping second after defending last but also still gives the attackers a good chance of capping last. last cap time has been lowered aswell to around 2.75 seconds i think it was…something like that.
we have had some playtesting on version1 that went down well and relevant adjustments have been made in version 2
x
Thanks guys.
Although I don’t especially like Fastlane (lol :P), it’s still quite an interesting map that has potential if it were altered. We’ve tried to take feedback from people, but also just use our own initiative and make last and second capture points far more accessible for both teams.
On last, the spawns are moved futher back with obstacles in the way so that it’s not possible to sit and spam the point by a health pack, and then walk onto it in 2 secs. You now have to actually stand by the point and defend it, like Granary, Well, Badlands etc.
On second, the right hand door has been opened up a bit, to provide attacking teams with a bit more space to push onto second from middle, and health packs have been reworked so it’s not too easy to push/hold without losing health. The new tunnel route helps open up the left side, giving attacking teams more options.
Regarding capture and spawn times, we’ve tried playtesting this as much as possible. It’s not hugely popular in invite pickups, but Mafia and Exe have played a pcw on the old version, and we plan to do the same with this one. If any other teams want to help us out, that’d be great.
Thanks
I really admire spnces’ dedication to this project, your coming up with some good ideas, and i’m actually looking forward to playing prolane.
Keep it up mate <3
we decided to not hold a one day cup for fastlane yet because there are rumors that cp_fastlane will get an update in the scout pack. after the scout pack we will review the fastlane matter again.
lol just realised my comment looks like a criticism – it is but not in the map – just the name!
SPENCELANE!!! thats better =)
x
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