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cp_quay
Created 19th December 2011 @ 17:40
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So I went ahead and released a17 with some more changes to mid: https://dl.dropbox.com/u/2447457/cp_quay_a17.bsp.bz2
One thing I’m considering is simply removing the whole crane thing on 2 and placing the capture point on the ground. What do you think?
what is mid supposed to be. it doesn’t look very “seaside town” / “port” any more.
and i like the cp on the crane. I think it might be too easy to hold server room up top if you put the cap on the floor.
looks very flat across mid. Those cap points extend quite far out too… would be interesting to see how it plays though.
Quoted from Sketch
what is mid supposed to be. it doesn’t look very “seaside town” / “port” any more.
and i like the cp on the crane. I think it might be too easy to hold server room up top if you put the cap on the floor.
For now it’s just a mockup. The detailing is in no way final; I’m sure I can come up with something for it :)
As for flatness: yes, but consider a map like Granary which is extremely flat but still features massive heights; this will hopefully be something similar, and with the openness I think it might play quite interesting. It might be a total catastrophy as well, of course.
Mid looks far better now. As already said, it has nothing to do with the background, but it looks promising; though, it will be still hell for medics.
Yet, I have not understood what the two pillars are supposed to be doing there, and especially the two medpacks cant be picked by medic either. I’d suggest to move them upon the floor instead.
By the way, I still think that it is too small. You said it’s bigger than Gullywash mid (or was it Snake?) but yet the main difference is that the mid is very closed and that it doesnt provide much ways.
To be honest I cant really say how you could improve it, probably if you open the choke area with the pipes it might look better; either, you could try the overused solution with the pipes above mid that joins the two corners of the houses (from the redstone cargo ones to the opposite one) raising the skybox.
Another variant of this could be a huge pipe that connects the 2 balcony buildings on 2nd (where there is dropdown) close to the beach area and pass across through choke and between the 2 pillars.
Last edited by Leif,
What I’ve done right now is opening up the choke area entirely. I’m still at a loss for ideas when it comes to rebuilding mid. The main problem seems to be that the area is so small that medics are easy targets for everything once they reach mid. I’d like to create some more escape routes and make the area less open, but on the other hand that would make mid even more narrow and claustrophobic. I’d like to see some playtesting on a17 before I proceed much further.
It’s time to double mix it, it’s time to fight on mid, it’s time to bomb some medics on the cp_quay tonight, dum-dum-dumm…etc
Last edited by Monkeh,
Quoted from Monkeh
It’s time to double mix it, it’s time to fight on mid, it’s time to bomb some medics on the cp_quay tonight, dum-dum-dumm…etc
….is there even a song for it now? ;_;
http://www.youtube.com/watch?v=Uh_aG5MzPVM#t=15
This was my inspiration :D
Quoted from Monkeh
http://www.youtube.com/watch?v=Uh_aG5MzPVM#t=15
This was my inspiration :D
Well, that was truly inspirational! Let’s do as the song says and double mix some time soon.
Yeah, let’s go with dmix
a18 released, download: https://dl.dropbox.com/u/2447457/cp_quay_a18.bsp.bz2
screens: http://steamcommunity.com/profiles/76561197998577229/screenshots/
Major changes include opening up the choke near the beach, and removing the crane holding up 2 altogether.
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