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CP Konkreet (b4)
Created 1st September 2011 @ 13:19
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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: http://forums.tf2maps.net/geek/gars/images/6/2/8/5/133580719801.jpg
Second: http://forums.tf2maps.net/geek/gars/images/6/2/8/5/133580719802.jpg (it’s an L shape)
Lobby (between last and second): http://forums.tf2maps.net/geek/gars/images/6/2/8/5/133580719803.jpg
Last: http://forums.tf2maps.net/geek/gars/images/6/2/8/5/133580719804.jpg
Download (b4): http://dl.dropbox.com/u/6591985/map/cp_konkreet_b4.bsp.bz2
Last edited by Mark,
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.
Quoted from rytis
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,
Looks…interesting. If anyone wants to mix/doublemix on it, give me a shout~
Trying to get some double mixes on it tonight, add me/message me on steam if you’re interested!
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:
http://i.imgur.com/hQUEj.jpg
http://i.imgur.com/PqyxH.jpg
http://i.imgur.com/YXDoM.jpg
http://i.imgur.com/8QfJy.jpg
http://i.imgur.com/ECiCp.jpg
http://i.imgur.com/3CDfm.jpg
Download: http://dl.dropbox.com/u/6591985/map/cp_konkreet_a6.bsp.bz2
Hopefully will get a double mix going on tonight, message me on Steam if you’re down.
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.
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 :<
New version, a8:
http://dl.dropbox.com/u/6591985/map/cp_konkreet_a8.bsp.bz2
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:
http://i.imgur.com/RKunu.jpg
http://i.imgur.com/3qrlu.jpg
http://i.imgur.com/SaQHu.jpg
http://i.imgur.com/lwFHf.jpg
http://i.imgur.com/iEsKW.jpg
http://i.imgur.com/Cdj4t.jpg
http://i.imgur.com/yBTb7.jpg
Mixing on it tonight, as always, add me if you want to play.
Last edited by Mark,
Had to fix the broken forward blu spawn, so grab a8a instead now: http://dl.dropbox.com/u/6591985/map/cp_konkreet_a8a.bsp.bz2
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