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cp_croissant (final)

Created 8th August 2011 @ 02:04

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Arnold

DAKKA

all changes from rc6 to rc10 the current version below.

Changelog rc7
—————
– Added small ammopack and health to the lower hallway leading to final cp
– Added medium ammopack below mid
– Added medium ammopack to the ridge around cp2
– Added medium ammopack below the bridge to cp2
– Reduced overal spawntimes a little
– Added possibility for scouts to jump up to cp2 from the left side (approaching)
– Added a route to the tunnel from bridge when defending cp2
– Added a route from lumber to below mid cp
– It is now possible to use the outside of the balcony looking out on water on mid to jump around
– Cut the sniper sightline from the back ridge of mid to choke leading to cp2
– Added fences around the ridge of mid to allow splash damage
– Added the possibility for scouts to jump from midhouse to portruding elevated rock formation leading to choke

Changelog rc8
—————
-Adjusted spawns so you spawn faster when you capped enemy cp2
-Defenders spawn slower when defending cp1
-Spawntimes are decreased slightly overal
-Captimes have been decreased
-Added a hill on the long stretch leading to cp1 cutting sightlines and creating an area to fight over
-Added cover to cp2
-Fixed z-clipping issues
-Made some lamps jumpable instead of non-solid
-Several other bugfixes

Changelog rc9
—————
– Fixed the spawntimes from rc8 had a slight bug (hence the recent release of rc9 again)
– Made falling off of last cp way less punishing by elevating most of the lower ground area to half of the original stairs
– Quickly ascending from the lower area will make it more useful and cuts sightlines when you duck in and out, I’m aware it also makes it easier to hold the lower doors, but to do that you give up holding up top so that’s good.
– Added a medium medpack to the lower entrance to last
– Added much needed cover and widened the flank route to lumbershack
– Fixed z-clipping issues again
– Added birdpoop decals to the floor of midhouse with pidgeons on the framework on the roof to add realism.
– Added a small ramp where the flank tunnel used to be going to last
– Added the possibility to run up cp2 from the other side using boxes and ladders
– Didn’t think of a better visual solution for the crates/ramp construction going to last
– Added non-solid windows to the map to make up for the recent removal on badlands

Changelog rc10
——————–
– Widened mid cp bridge
– Removed the cluster of beams below mid, central entrance.
– Added flank route to cp2 (going from under bridge to stone wall to last)
– Added the ability to acces final cp from the back
– Added windows to last cp central entrance
– Heightened the central entrance to last cp
– Added dropoff to the side of central entrance to last
– Added banana to banana highway
– Reduced captime on last
– Visual improvements

Screens rc10
—————
http://i.imgur.com/vQMPKrw.jpg
http://i.imgur.com/k8wFvDf.jpg
http://i.imgur.com/ifg3keH.jpg
http://i.imgur.com/scCozrj.jpg
http://i.imgur.com/wcqyOIN.jpg
http://i.imgur.com/bJWrM72.jpg
http://i.imgur.com/PXNLLso.jpg
http://i.imgur.com/lTp2pjV.jpg
http://i.imgur.com/kpaU0gH.jpg
http://i.imgur.com/VBDUql7.jpg

Biggest changes comparisons from rc6 to rc10

http://i.imgur.com/GVDDxuN.jpg
http://i.imgur.com/M1NxhTd.jpg
http://i.imgur.com/56NGqYq.jpg
http://i.imgur.com/99cmEdh.jpg
http://i.imgur.com/RiBgPAN.jpg
http://i.imgur.com/PPNl8tE.jpg
http://i.imgur.com/ByY3KL3.jpg
http://i.imgur.com/FJ9xL14.jpg
http://i.imgur.com/rwHlINg.jpg
http://i.imgur.com/X79FU03.jpg
http://i.imgur.com/xQl61zz.jpg
http://i.imgur.com/bHZWOdV.jpg

Changelog rc11
——————
– Cleaned up both initial spawn areas
– Scaled down transition cp2-cp3 by a third
(meaning i moved the entire middle area closer to cp2)
– Created a corner choke going to last/cp1
– Reversed the ramps behind cp1
(players got stuck there easily because of that)
– Improved fps
– Decreased filesize by approx. 20Mb
– Switched the ugly crate construction /- for a metal/concrete one more fitting

Image rc11
————-
http://i.imgur.com/YLF6lBQ.jpg
http://i.imgur.com/POCh544.jpg
http://i.imgur.com/TjCYRBI.jpg
http://i.imgur.com/By5SdS3.jpg
http://i.imgur.com/XD7b7EP.jpg

Download final
——————
https://dl.dropboxusercontent.com/u/2824637/cp_croissant_final.7z


Last edited by Arnold,

Shifty

played the b2 already and have to say i love it !!! been waiting for something so new and refreshing for a long time !!!

stuntz

thanks for the release, will be testing it :)

Mark

Phase

This map owns woaaahhhhhhhhhhhhh

skinnie

TCM

get a job arnold

stuntz

Quoted from skinnie

get a job arnold

@ valve

Forsak3n

S

Got a feeling like the first point is too huge (i meant the area around it). And the second one is too open.

Defur

Looks clean and pretty :3
Hope snipers dont rape.

Koeitje

AUTOBOTS

Worst map name ever. :D

Skully

just had a walk about the map. Looks nice, on the fence about the deathpit. A few things to tweak (but its still a beta so its all good): the sky boxes need lowering, from the resup at 2nd CP a demo fully buffed can get to the other 2nd point. There are also a lot of places to jump up and hide on which may need tweaking

other than that, I like the idea and the map

oh, 1 last thing, from 2nd to last looks a small path, intended as risk/reward if you defend last and can push out??

TviQ

ft.
007

http://steamcommunity.com/id/Roarrrrrr/screenshot/578930397408475778 You can see people standing there Also there is a lot of places where you can hide ill get some more screenshot of that later :D also the skybox you can bascily jump from 2nd point to enemy 2nd point, on Rollout you can just wait for your med get healed and just jump right behind the enemy lines

laerin

-9w-

Quoted from Koeitje

Worst map name ever. :D

and it’s called croissant because it’s shaped like a banana

Solution: Call it cp_banana :D

Rotab

≧◡≦

http://rotabland.eu/maps/map.php?id=2614&type=1 ;)

Martn

Next #TF2Cup featuring Croissant!
http://binarybeast.com/xTF21108090

Snyyppis

RLM

After running through it a few times it definitely looks interesting, although as with any mirrored map I think many teams would opt to play just on one side – red in this case – because of easier edging (with right handed viewmodels).

Some things I noticed about the second point:
-Looks like its very easy to spam from defenders point of view. The walls actually acting like a funnel for grenades.
-Death pit directly behind it – almost any direct hit from projectiles would launch players into it. Also, an airblast pyro would be really effective (may not be a bad thing but a valid strategy?).
-Can also be capped from the top level if you’re standing on the edge.
-Some additional cover may be needed on the cliffpath between 2nd and middle. Right now it seems way too open. Maybe a small shed or something near where the tree trunk is atm?

But of course this is just speculation, will be interesting to see how it plays out.

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