June 01, 2023, 02:38:11 pm

The Gang Garrison 2 Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

NOTICE: Due to a rise in bot activity, new posters need to be approved before posting.

Join the community Discord server!

Pages: [1]

Author Topic: [Map] :: bullets(obviously) :: cp_area51  (Read 2551 times)

bullets (obviously)

  • Seasoned Member
  • *****
  • Karma: 40
  • Offline Offline
  • Posts: 1962
[Map] :: bullets(obviously) :: cp_area51
« on: August 10, 2012, 07:56:19 pm »



An abandoned military base lies hidden in the sands of the Nevada desert. The staff fled from a mysterious something found within the complex, leaving RED and BLU to fight over what they left. Here among the endless sand and empty buildings, the team that conquers all five buildings just might discover what secret was so disturbing that it scared the last group away.

(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
« Last Edit: August 24, 2012, 09:08:44 pm by bullets (obviously) »
Logged

Orpheon

  • 2011 Haxxy Award Winner
  • *
  • Karma: 15
  • Offline Offline
  • Posts: 6426
  • Developer
Re: [Map] bullets(obviously) :: cp_area51
« Reply #1 on: August 11, 2012, 04:37:42 am »

Parts of this map were begun in late May (specifically the mid was designed for ctf_scoutheaven by maciej01), and 2 pre-alpha 3cp versions were playtested in June. Most of this was lost in my hard drive crash recently, but the playable maps may be buried in someone's Maps folder. The wallmask was changed to 5cp and playtested after July 15th. Some advice was given by Chu and Wherewolf following a playtest, and used in modifying the paths between cp4-5 and relocating spawns.

I think this is ready for art, so I'm going to post it here so I actually finish the art before September...
Comments and recommendations welcome!


^^ The gray platforms under cp1,3, and 5 are player floors, the different-shade walls are bullet walls. Forward spawns are 1-way and do not have medicabs
This map looks like fun.
Logged

Oktoberfest!

  • Chief Leaf
  • RCMP
  • *****
  • Karma: 10
  • Offline Offline
  • Posts: 1973
  • 🌵 stroke my cactus 🌵
Re: [Map] bullets(obviously) :: cp_area51
« Reply #2 on: August 11, 2012, 12:32:56 pm »

I can't wait for the art to be finished for this map. It looks quite promising.
Logged
<MAY> does your nether region smell like lavender and pussywillows??
obviously since i donated to the red cross i should own a homeless man

Humble Master

  • 2012 Haxxy Award Winner
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 1262
  • Maker of Drakora
Re: [Map] bullets(obviously) :: cp_area51
« Reply #3 on: August 17, 2012, 09:57:19 pm »

Yes this map looks pretty good overall.
Logged
Finally returned

bullets (obviously)

  • Seasoned Member
  • *****
  • Karma: 40
  • Offline Offline
  • Posts: 1962
Re: [Map] :: bullets(obviously) :: cp_area51
« Reply #4 on: August 24, 2012, 07:31:15 pm »

Playtested it a bit with some good players, complaints of scout OP due to size and many paths but I found it okay in terms of gameplay. Backcapping is easy because of the easy route from 4/5 and longer path for defenders, so games were won by backcaps (not necessarily scout/spy) or big pushes.
Thanks to Kalir for suggesting shrinking the topmost ramp from cp4 to cp5 to mitigate backcaps, posting map update in about half an hour.
Updated:
Unfortunately, I won't be able to playtest more tonight. I ran around on the map a bit as scout/pyro/soldier/heavy, it feels a lot smoother without the crates and the moved ramp.
another update, added bulletwalls where the crates were because of snipeline from cp5 to mid :drool:
« Last Edit: August 24, 2012, 09:09:20 pm by bullets (obviously) »
Logged
Pages: [1]
 

Page created in 0.038 seconds with 36 queries.