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cp_backhand concept

Created 16th February 2010 @ 16:54

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octochris

(0v0)

I’ve been working on this all night, would be interested in knowing what you think should be added/removed/changed. Got the rooms done in Hammer now, any comments before I start really putting it together would be much appreciated.

I’m not sure if this diagram is quite finished, mid is not very detailed in it, but it should give you the general idea.

Latest: http://i49.tinypic.com/24mt921.jpg

Previous ones:

http://i46.tinypic.com/25foupx.jpg

Comments much appreciated. :)

EDIT: some crazy fool on steam just asked where the initial red spawn is, this map is symmetrical, obviously


Last edited by octochris,

Surprised this isn’t some kind of misogynistic joke…

octochris

(0v0)

Quoted from purplefistmixer

Surprised this isn’t some kind of misogynistic joke…

my taste in map names is not excellent :p

alfa

Kinda confusing http://proudatheists.files.wordpress.com/2009/07/wrong-way.jpg

Just do an easier concept without so much stuff


Last edited by alfa,

octochris

(0v0)

Quoted from alfa

Kinda confusing http://proudatheists.files.wordpress.com/2009/07/wrong-way.jpg

Just do an easier concept without so much stuff

If you want it less complicated just look at the cap arrangement, I guess. It’s not like there is a ton there to comprehend.

LuckyLuke

UbeR |

I’ve been talking to you all night about it, and when I first saw it, it was some kind of confusing indeed. xD
But looking at it more carefully, it really makes sense. This could be a great map in the future. (Replace it with gorge maybe? :P)

I’m looking forward to test an alpha.

Xerofset

DMS!

I’m a little confused. Where is the red spawn ??

octochris

(0v0)

Quoted from Xerofset

I’m a little confused. Where is the red spawn ??

This is one side of a symmetric CP map, just mirror it for the red side.

Admirable

(Toucan Ambassador)

Interesting concept.

BLU forward spawn door should face towards CP3 to be less confusing.

CP5 looks impossible to block, 2 small entrances from spawn could easily be covered by a demo?

octochris

(0v0)

Quoted from Admirable

Interesting concept.

BLU forward spawn door should face towards CP3 to be less confusing.

CP5 looks impossible to block, 2 small entrances from spawn could easily be covered by a demo?

You’re right about the forward spawn, I’ll put that next to where the ammo is at CP4 instead.

As for CP5, another entrance is probably a good idea, and I’ll try and work out some way of covering it.

I’ll update the diagram later this morning to reflect these changes.

5th cp room loks tiny, just get rid of the narrow corridors and make the area fill the space between the two bigger areas.

octochris

(0v0)

Quoted from Sturmis

5th cp room loks tiny

Should be the same size as the spawn near 2nd point on granary.

I have expanded the room, will post a new diagram in a bit (drawing now)

David

I think a spire for the last point isnt a good idea, it is already very hard to defend spire and if it caps as quickly as a last point should, it is probably impossible to defend it.

octochris

(0v0)

Quoted from David

I think a spire for the last point isnt a good idea, it is already very hard to defend spire and if it caps as quickly as a last point should, it is probably impossible to defend it.

In the latest drawing I’ve switched it out for a raised point with stairs around it. Not sure CP5 is finished, but here is what I’ve got:

http://i49.tinypic.com/24mt921.jpg

compton

cvx|

I don’t like the colors in this map.

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