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CP Konkreet (b4)

Created 1st September 2011 @ 15:19

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Mark

11673

.aftershock

267 days ago

Konkreet is a new 5cp map, designed for 6v6 and is about the same size as gullywash. The idea is to have unique and interesting capture areas. It’s still very much a work in progress.

I would be very much appreciative if people could run some tests.

Here are some screenshots:

Middle: [Link]

Second: [Link] (it’s an L shape)

Lobby (between last and second): [Link]

Last: [Link]

Download (b4): [Link]


Last edited by Mark, 24 days ago

dougiie

2108

.aftershock

267 days ago

middle looks funky!

got any ip’s of pub servers with it on?

rts

16987

le snob!
.:ne:.

267 days ago

the capture boundaries are too big

d2m

9435

vertex »
derptex9

267 days ago

Disabled hand-rails on middle look awesome. Thanks for thinking about Fragga

atmo

43429

267 days ago

Is this the final colour scheme or do you plan to make it look a bit less dreary? One of my favourite things about cp_croissant is that it’s nice and fresh in appearance.

Mark

11673

.aftershock

267 days ago

Quoted from rts

the capture boundaries are too big

That’s kind of the point. But I’ll allow you to make this judgement only after you’ve played it.

Quoted from atmo

Is this the final colour scheme or do you plan to make it look a bit less dreary? One of my favourite things about cp_croissant is that it’s nice and fresh in appearance.

It’s just alpha, I don’t know where the theme will go yet.


Last edited by Mark, 267 days ago

Ash

14356

‹Con›
evCon.

267 days ago

Mid seems retarded. Could turn out to be interesting in actual gameplay though :]

Looks…interesting. If anyone wants to mix/doublemix on it, give me a shout~

Mark

11673

.aftershock

266 days ago

Trying to get some double mixes on it tonight, add me/message me on steam if you’re interested!

Mark

11673

.aftershock

258 days ago

Alright guys, new version out now (a6).

Here are the changes:

- increased captimes for mid and cp2
- decreased spawntimes when capping cp2
- added a wall to cp1 upper route
- rounder the mid choke for better flow
- reduced sniper sightline on bridge going from cp3 to lobby cp1
- added a route up to bridge
- made it possible for scouts to jump up the higher route leading to mid from cp2
- added patches to pickups
- changed models on some doors
- change of textures to make it less gloomy and have a unique visual style
- further detailing
- added at least two trains

Here are some new screens:
[Link]
[Link]
[Link]
[Link]
[Link]
[Link]

Download: [Link]

Hopefully will get a double mix going on tonight, message me on Steam if you’re down.

Monkeh

11636

.:ne:.
.:ne:.

258 days ago

Just had a run around. Love the idea of the massive CP points, give me all kinds of ideas for sneakiness.

Must mix this map soon, nice one man, good job.

Rake

5049

¤_¤

258 days ago

Played in the earlier doublemix, was pretty okay imo. The big capture points make it play interestingly. I just wish there were some better sniper sightlines :<

Mark

11673

.aftershock

251 days ago

New version, a8:

[Link]

Changes:

- added support pillar to bridge below the curve
- widened choke to mid
- added detail
- added a small corridor in the pillars on mid
- lowered the upper platform on mid a bit
- clipped the crates and fences to be less annoying
- added a small ramp in the small choke for more interesting gameplay
- lowered bottom area of middle
- lowered top platforms on middle
- fixed teleporters breaking

Some new screens:

[Link]
[Link]
[Link]
[Link]
[Link]
[Link]
[Link]

Mixing on it tonight, as always, add me if you want to play.


Last edited by Mark, 251 days ago

Mordi

9089

≧◡≦

250 days ago

Great map! Wanna play morez :>

Mark

11673

.aftershock

250 days ago

Had to fix the broken forward blu spawn, so grab a8a instead now: [Link]

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