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cp_quay

Created 19th December 2011 @ 17:40

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choiie

keso

Done some work on mid today, screenshots below!

http://steamcommunity.com/profiles/76561197998577229/screenshots/

SorroW

iveR
VDOH

Quoted from choiie

Done some work on mid today, screenshots below!

http://steamcommunity.com/profiles/76561197998577229/screenshots/

looks awesome ;D

choiie

keso

Updated to a3!

changelog a3:

Fixed being able to cap behind last
Worked a lot with mid to make it less open and boring
Reworked the left side route when pushing from mid to make it a bit smaller and more convenient to use
Added loads of signs
Fixed taking fall damage leaving second resup
Added a new route to make it easier rolling out left side
Reworked the left side of mid into a street area
Reworked balcony to desimplify rollouts and avoid sightlines
Moved the entire last area a bit to make lobby a bit smaller
Small changes and bugfixes

Download link: http://dl.dropbox.com/u/2447457/cp_quay_a3.bsp


Last edited by choiie,

choiie

keso

a4:

A bit of detailing
Made the water area behind last smaller
Lots of clipping work on mid
Reworked the alley a bit, added a bridge (further sightline reduction required!)
Fixed brush in Alley being slightly misaligned

Download link: http://dl.dropbox.com/u/2447457/cp_quay_a4.bsp.bz2

choiie

keso

Reworked the alley area heavily: screenshots: http://steamcommunity.com/profiles/76561197998577229/screenshots/

choiie

keso

Updated to a5: http://dl.dropbox.com/u/2447457/cp_quay_a5.bsp.bz2

Changelog a5:

Reworked alley to open it up a bit more
Animated boats (:o)
Improved sightlines

Also made a quick video runthrough if you haven’t played the map before (beware of failed rollout attempts!): http://sv.justin.tv/choiie/b/305671637

Quoted from choiie

Animated boats

choiie

keso

Quoted from Pynklùùùnningen

[…]

It’s not as cool as it may sound… well kind of. :D

choiie

keso

Big changes are in the works for a6, check out screenshots here: http://steamcommunity.com/profiles/76561197998577229/screenshots/ and tell me what you think before I release a6!


Last edited by choiie,

choiie

keso

Alright, a6 is out: http://dl.dropbox.com/u/2447457/cp_quay_a6.bsp.bz2

Changelog a6:

Changed the ladder near mid to make it more convenient
Removed the skilljump (:<)
Added new bridges on mid to make the spire a bit stronger, also making a bit larger
Blocked off the tunnel below mid cap
Reworked 2, adding a crane (:D:D:D) and making it a lot more open to make it easier to attack.

Screens of this update can be found on my steam profile page.

Hope you enjoy it!


Last edited by choiie,

choiie

keso

Updated to a7: http://dl.dropbox.com/u/2447457/cp_quay_a7.bsp.bz2

Changelog:

a7:

Reworked the lobby a bit to allow teams to choose between left and right attack route
Further reduced the water area
Made a rooftop near balcony smaller to prevent a sightline
Lots of fixed bugs and optimization

atmo

http://doublejump.eu/cp_quay_a7.bsp.bz2

atmo

streaming a mix on this now @ http://twitch.tv/atmo_

edit:

http://doublejump.eu/auto-20120223-2215-cp_quay_a7.dem

http://www.twitch.tv/atmo_/b/309543715 comms + thoughts from the players starting @ 48m


Last edited by atmo,

choiie

keso

Quoted from atmo

streaming a mix on this now @ http://twitch.tv/atmo_

edit:

http://doublejump.eu/auto-20120223-2215-cp_quay_a7.dem

http://www.twitch.tv/atmo_/b/309543715 comms + thoughts from the players starting @ 48m

Excellent.

choiie

keso

Ok, so a few things I gathered from this mix:

– Too few ammopacks seemed like the main concern, and ill definitely take a look at it.
– Map too big was something a lot of people brought up, but I dont agree at all. The map is the same size as badlands, and the bigness is probably due to the map not being detailed and thus feeling more empty. If there’s any particular area you feel is redundant, then please tell me :)
– For some reason everybody seemed to stubbornly stay on the lower ground, and the medics kept whining about having a hard time when they spent 95 % of their time taking spam in chokes instead of finding a good position to hold. The question is if this is a problem with the map; is it too hard to get to the high positions, so youll end up on low ground eventually?
– I loved how a lot of people experimented with trick jumps and used the huge lots of places to jump to, so it seems I’ve succeeded quite well with that.

Other than that, thanks for playing the map, and feel free to leave your comments over here in the thread!

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