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cp_croissant (final)
Created 8th August 2011 @ 02:04
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Exactly right
Speaking of which rc11 probably the last for a while unless huge flaws are discovered.
Changelog rc11
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– 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 rc11
——————
https://dl.dropboxusercontent.com/u/2824637/cp_croissant_rc11.7z
mirror
http://fastdl.colonslash.eu/maps/cp_croissant_rc11.bsp.bz2
Last edited by Arnold,
Played and won the Thursday night cup with this map.
Had one great game on it so I not really much I can say but It was good but the tunnels under the mid dont need to be there very stupid
Mirror (not 7zip :x) http://fastdl.colonslash.eu/maps/cp_croissant_rc11.bsp.bz2
why not dis instead of fucking viaduct and granary
Quoted from rockie
why not dis instead of fucking viaduct and granary
granary is a great map, stop qq
granary is aids, has to be replaced too
Played it in a highlander mix earlier today. It was the first time I had played the map since UGC season 9 which would have been cp_croissant_rc6.
Pushing last was a big issue and I think the changes made to the map have fixed that. The other issue was 2nd-3rd getting really stalematey. That has been fixed, I think, but there is way too much going on there now. Just too many options and flanks. I think the tunnel under to mid and the new flank under second are pretty unnecessary.
After Process and Gullywash I can’t think of any better 5cp maps for highlander. Not really suitable for 6v6 from what I have seen.
Thanks for the feedback munky, which version did you play exactly and is there a possibility for a demo?
I’ll probably be trying to streamline as much as possible before going final anyway so cleaning up the little bits that feel a little convoluted right now.
We played rc11 and I will ask quell about a demo when he gets online.
The tunnel underneath was fun (I played scout) but I felt like it had a negative effect on the flow of the map. The new opening from bridge to lumber I never saw used but it seems like it offers a nice option. The crates offer a nice route onto second and I saw them used a few times. The new flank under second (with the battlements sign) I never saw used and I think it may be a little unnecessary. The changes on last are really nice and the sign disrupting sniper lines on second seemed effective as well. There was some complaints about the clock on last showing the wrong time.
It was a decent level mix (mostly plat) but it was still just a mix so some things may have slipped through.
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