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Trio [a1]
Created 22nd September 2011 @ 01:36
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Hi,
this is a 3 control point push map (a shorter 5cp map) I was working on on the side. It is basically a test to see how and if this works. I tried to account for the additional point with a larger distance between the points, the map is still shoter than a 5cp map.
The last point is more like a normal control point, as it is in the center of the area and caps slowly.
The middle point is comparable to granary mid with a bit of freight mid I guess and pretty much like a mid point would be in a 5cp map.
Here are some screenshots:
Mid: http://forums.tf2maps.net/geek/gars/images/5/8/2/8/cp_trio_a10001.jpg
Yard: http://forums.tf2maps.net/geek/gars/images/5/8/2/8/cp_trio_a10002.jpg
Last: http://forums.tf2maps.net/geek/gars/images/5/8/2/8/cp_trio_a10000.jpg
DL:
http://dl.dropbox.com/u/2361111/cp_trio_a1.bsp.bz2
Last edited by Vince,
Some good stuff! :D
Although seriously, get a less gloomier texture for the ground on mid. :(
Too many levels on last. Imba attack get super advantage
…dem sniper sightlines.
Mid was ok’ish, but it went to shit after that :> Tbh, I don’t feel like the concept of 3cp’s would work/works,
I liked the mid structures a lot, but the way the map is made the fastest route to mid is left side, by a long way. This meant that the two structures where less used which is a great pity.
Also sniper sight lines are stupidly long. Backcapping is too easy in 6v6, might be ok for highlander.
Also the ugliest map ever, but I didn’t notice it after 5 mins of playing on it.
Also we found that the multiple entrances from first spawn were hardly ever used.
Oh almost forgot, U can walk into both spawns :>
Quoted from Pynklùùùnningen
Oh almost forgot, U can walk into both spawns :>
Oh yeah. That was fun.
mid pretty much as granary’s. don’t like when it’s so wide.
Didn’t like it one bit. No offense but in my opinion you should just scrap this whole project.
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