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cp_grack [b13]
Created 22nd December 2010 @ 07:13
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For the cup, what I am concerned about right now for the next version:
-I have already lowered the cap points at mid just a bit. This helps overview on mid and makes it feel much better in my eyes. Scouts can now double jump on there, but because of the displacements below it not from everywhere.
-cap times:
–mid is set to 10, like badlands, thinking of putting it on 12, like granary
–2nd is at 8, like badlands spire (coincidence? (actualy yes :D)), thinking of increasing it
–last is 1.5 seconds, just between granary (2) and badlands (1). Thinking of making it slower as well
-the rocks on mid that wall off that side path need work. My current ideas are either making them a lot lower, but I don’t really like the idea of people standing on there. Otherwise I can replace them with some building, possibly being able to see through, or actualy just a fence.
At the very least that path will be made wider
-playing with the idea of putting cover on 2nd, mainly to protect from snipers from the balcony.
Last edited by Vince,
b10:
-redesigned the rock walls on mid
-lowered platforms on mid
-made the small balcony on last useable
-reskinned last to make it more shiny and less gritty
-reskinned house in order to differentiate between red and blue side
-a couple of small adjustements that I am too lazy to list
DL:
http://dl.dropbox.com/u/2361111/cp_grack_b10.bsp.bz2
Snipers are now really potent at mid. Will have to see if anything needs to be done.
Last edited by Vince,
Replace B9 to B10 in the topic name.
nvm i’m stupid
Last edited by Lateralus,
plays well, looks awful. But get good frame rates.
Make it look nice plz
cu in s10 map pool
I have a public server set up now, which runs cp_grack 24/7 (with usual league settings), so if you want to check it out, join this one:
connect bloodisgood.org:27070
Download might be slow, so if you don’t have it you might want to download it manually.
Also, the map is in pixel pickup channel now, so if you want to help testing, feel free to vote for it :) (as of now I think it’s b9, should get it updated if so).
Furthermore, here is a sneak preview of the next version:
http://www.youtube.com/watch?v=Uxt5WNbS59A
Last edited by Vince,
Quoted from Vince
-playing with the idea of putting cover on 2nd, mainly to protect from snipers from the balcony.
No it wasn’t.
It was to stop Pyros becoming OP on spire. Don’t you remember? :P
The big metal shields on the mid point look completely out of place – it would be nice to have something a bit smaller (because from the looks of things cover is definately needed from snipers)
Played it once in a pickup, our team lost big time… Usually that´s the point where you hate a new map, but I loved it! It seems to have good areas that all classes can make use of… It´s not silly huge like other maps, it´s not silly confusing with 1000 flanking routes, none of the cap points seem to have a “bad” thing to them. Looking forward to playing this again :)
Was in that pickup with skeej I think, altough I was on the winning team (:D)
I very much liked this map although I had never even seen it before. The corridors all across 2nd to 3rd point are a bit hard to memorise at first (at least I thought so), but after a few deaths I got used to it :P
Very nice map overall, would like to see this played a bit more!
Quoted from Wabbeh
The big metal shields on the mid point look completely out of place – it would be nice to have something a bit smaller (because from the looks of things cover is definately needed from snipers)
Granted!
b11:
-changed cover on mid platforms
-moved resupply lockers in spawn forward
-added small ammo on the platforms on each side of mid
-detailing across the map
Updated the screenshots:
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
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