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cp_chinook | a4 released!

Created 15th September 2013 @ 23:11

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choiie

keso

Hey!

With Snakewater finished up for the upcoming season, I’ve got another treat for you.

Here’s cp_chinook! https://dl.dropboxusercontent.com/u/2447457/cp_chinook_a4.bsp

Currently in a4 version, I’ve tried to create a straightforward 5 CP map, but playing around a lot with the connectors between the points to create some interesting gameplay.

CP 1: http://steamcommunity.com/sharedfiles/filedetails/?id=178919170 http://steamcommunity.com/sharedfiles/filedetails/?id=178919203

The area is divided into two, which forces teams to coordinate their defence. There’s a lot of vertical action with three distinct levels of gameplay. Aggressive and mobile play is rewarded.

CP 2: http://steamcommunity.com/sharedfiles/filedetails/?id=178919219

Overlooked by a bridge and a small hut, the point is situated on low ground in this yard. Key will be controlling the gih ground surrounding the point. The wide connectors allow a lot of crazy plays.

CP 3: http://steamcommunity.com/sharedfiles/filedetails/?id=178919240

Situated on a bridge, this spacious mid point requires teams to control the air before moving forward with ground units. The lower area allows for flanks and surprising plays.

Try it out, and give me your feedback! As you can tell the visuals are very basic for now while I’m focusing on the gameplay.


Last edited by choiie,

SorroW

iveR
VDOH

looks interesting, would love to try it out if anyone wanna arrange a doublemix or something.

Spike Himself

TC

a1 mirror http://fastdl.colonslash.eu/maps/cp_chinook_a1.bsp.bz2

skeej

(ETF2L Donator)
UbeR |
Fe |

Why are all your maps filled with height advantages unreachable by medics?

The hard to reach top area of mid (not viable on a rollout) on snake… Two medpacks unreachable by a medic on quay… Crazy height advantages on quay last… And this mid again has 2 medpacks not reachable by medics… the sheds/crates on both sides of the cap are unreachable by medics, if you fall down as medic youre basically fucked… Another medpack and positional advantage on 2nd “minispire” unreachable by medics…

DO YOU HATE MEDICS?!?!


Last edited by skeej,

choiie

keso

Quoted from skeej

Why are all your maps filled with height advantages unreachable by medics?

The hard to reach top area of mid (not viable on a rollout) on snake… Two medpacks unreachable by a medic on quay… Crazy height advantages on quay last… And this mid again has 2 medpacks not reachable by medics… the sheds/crates on both sides of the cap are unreachable by medics, if you fall down as medic youre basically fucked… Another medpack and positional advantage on 2nd “minispire” unreachable by medics…

DO YOU HATE MEDICS?!?!

Medic is my main class ;_; I personally think height differences are what makes maps interesting as a medic; main examples are Granary mid and Badlands spire. On this map I can definitely imagine making those areas reachable by a medic. The minispire is in fact reachable if you jump from the bridge.

You have a point of height differences making life harder for medics, but I don’t necessary think it’s always a bad thing. The key is to create safe spots for medics, and with this map I’ve tried to do this more than I have on either Snake or Quay.

Spike Himself

TC

In all honesty the bridge above snakewater mid annoys me no end, from a medic standpoint, but I’ve always blamed that on lack of teamwork (i.e. everyone goes there and I cannot heal them). My limited game knowledge (div3 tops) cannot judge.

fraac

JOHN
CENATION

Testing it today.

choiie

keso

Quoted from Spike Himself

In all honesty the bridge above snakewater mid annoys me no end, from a medic standpoint, but I’ve always blamed that on lack of teamwork (i.e. everyone goes there and I cannot heal them). My limited game knowledge (div3 tops) cannot judge.

Yeah, I don’t like it either when playing medic, but I think it’s the dynamics surrounding the top level of snake that makes the mid point play so well.

Quoted from fraac

Testing it today.

Try to get hold of me when you play and I’ll join/spectate.

choiie

keso

A2 released: https://dl.dropboxusercontent.com/u/2447457/cp_chinook_a2.bsp

Thanks to the nlpg group for feedback!

Spike Himself

TC

a2 mirror http://fastdl.colonslash.eu/maps/cp_chinook_a2.bsp.bz2

fraac

JOHN
CENATION

It’s a fun map. 2nd is too dark though.

choiie

keso

Updated to A3: https://dl.dropboxusercontent.com/u/2447457/cp_chinook_a3.bsp

I hope you think the lighting is better now!

Cuttlefish

6v6

Quoted from choiie

Updated to A3: https://dl.dropboxusercontent.com/u/2447457/cp_chinook_a3.bsp

I hope you think the lighting is better now!

You’re updating faster than I can install!

choiie

keso

Quoted from Cuttlefish

[…]

You’re updating faster than I can install!

Get a move on son, I intend to keep it that way :)

Spike Himself

TC

a3 http://fastdl.colonslash.tf/maps/cp_chinook_a3.bsp.bz2

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