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cp_sluice (5cp)
Created 29th January 2014 @ 02:55
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A 5cp map aimed at 6’s play in its 10th alpha iteration.
2/3/14 – a10b Changelog
-Fixed broken doors.
http://cloud-3.steampowered.com/ugc/450658522734102460/396F3188C45384B8AF776D04CF823AF861016393/
http://cloud-2.steampowered.com/ugc/450657439747541049/3422599133661C4C2E81AA79A7D39643D0D60D12/
http://cloud-4.steampowered.com/ugc/451782616442039732/A30064F8C723366C7735F35C4B4461077EB34902/
Download
Last edited by stegarootbeer,
a10b mirror: http://fastdl.colonslash.eu/maps/cp_sluice_a10b.bsp.bz2
Last edited by Spike Himself,
Reminds me a bit of Quay.
Looks pretty decent judging by the screenshots. I’ll try to run through it later and see if I can spot anything
Anyone played this yet?
There is water, therefore it is shit.
But except that it looks decent though.
Last edited by Leif,
we had a look at this during a double mix. doors wouldnt open correctly so we decided not to play it.
Quoted from toogyboogy
we had a look at this during a double mix. doors wouldnt open correctly so we decided not to play it.
Yikes. Sounds like it’ll need a fix before it can get more feedback then..
It wasn’t just the doors, the entire map has some really bad problems.
Mid is cramped in the middle then open on the outside, if you enlarged the middle bits so that they actually filled mid then you might have a decent point – the water would cause some real issues though with roamers, you might make them OP as balls. 2nd seems to have had no planning whatsoever, it looks like it was taken directly from pl_hoodoo; for a start it’s huge, the CP is almost contained within one house and there are parts of 2nd that would simply never be walked in. There’s unnecessary clutter around with additional houses too. Last has a huge offensive height advantage, with nowhere for the defending team to stand and cover the entrances. Also the point is suspended quite a way off the ground for no real reason, that lower ground will just be pointless.
Updated to fix the door issue.
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