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cp_grack [b13]
Created 22nd December 2010 @ 07:13
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TF2maps.net thread, latest version and info always there:
http://forums.tf2maps.net/showthread.php?p=209910#post209910
Public server running grack:
connect bloodisgood.org:27070
Screenshots (from b11):
Mid:
http://forums.tf2maps.net/geek/gars/images/5/8/2/8/cp_grack_b110004.jpg
2nd:
http://forums.tf2maps.net/geek/gars/images/5/8/2/8/cp_grack_b110003.jpg
Last:
http://forums.tf2maps.net/geek/gars/images/5/8/2/8/cp_grack_b110005.jpg
DL:
http://dl.dropbox.com/u/2361111/cp_grack_b13.bsp.bz2
On cp_grack, map rages at you.
Last edited by Vince,
I love the name, but, mid seems awfully ‘cramped’ from that picture you’ve given.
With the cap point being inside that small box, can you stand on top of it and cap?
Quoted from atrox_
I love the name, but, mid seems awfully ‘cramped’ from that picture you’ve given.
With the cap point being inside that small box, can you stand on top of it and cap?
Hmm right, looks like that from up there, it’s pretty large though. And nope, capture zones are the white platforms.
I made #cpgrack on Quakenet. I am hoping to get tests on the map going later this week, so if you are interested, join the channel.
Incase you didn’t note down what we discussed after our double mix on Grack. :P
– 1/5
— The whole point feels a little too open.
— I honestly felt that the lower right doorway was slightly OP. I remember when your team fail pushed you easily retreated through that doorway. I can understand the idea of a backcap route, but not when there is little to no way one can properly overlook the point.
— Final CP rate is quite slow. Make it Granary rate?
— BLU’S FIRST RESPAWN RESUP CABINET DOESN’T WORK D:
– 2/4
— Upper left seems to gain no advantage really, imo, from a defensive perspective.
— Some of the guys thought there were too many flanks for a Scout to utilise in this area.
– Mid
— It was quite hard for me to call where/what to do during mid fights because of the cluster of buildings you have around mid making it hard for me to get an overview of what’s going on.
— Everyone liked your idea for two capping areas for mid, although as Chaos pointed out there needs to be a better way of seeing if somebody is blocking the cap from the opposite side. Maybe make the building inbetween more transparent.
— Speaking of which, I recall Tommy made a point about being confused when he went straight onto the point which is, of course, blocked off. Perhaps not in beta, but at least in time have a sign saying “go this way you ninny” pointing to the cap areas or something. :P
I also recall Reload made a point about there being some bits you haven’t clipped off yet? :P
a2:
-Increased size of the map
-Adjusted last
-Changes to lobby: new balcony, dropdown removed, entrance from outside to top lobby removed
-Reworked height levels at mid
-Shorter cap times, a bit longer spawn times
And addressed pretty much every issue.
a3:
-improved health/ammo layout
-new top lobby
-adjustments/detailing to a couple of areas
-proper lighting (just proper with lamps n stuff, not good)
New screenshots in the tf2maps.net thread.
cp_idra
a5:
-redesigned house
-room connecting house with lobby now an outside area
-flattened middle
-made last a bit larger
-some details/new rock texture/glass showing last from spawn/etc.
Awsome map. Great fun from what I’ve played of it so far in these mixes :D
Keep up the great and quick work Vince :)
I’m dearly looking forward to the promised cp_upsidedowngrack from last night :D
This map is pretty cool, Vince is annoying and keeps changing it every time I’ve finally learnt it.
Give it a play!
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