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Muschio 



Map Version: Alpha 
Type: CP
Released: 12-28-2010 
Last Update: 07-23-2011 
Micnax
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Default Muschio

OoooooOOOOOoooo!

CP_Muschio is a 5CP Push map much like Well, Granary and Freight set in the heart of Venice, Italy... or some conception of it. Both teams try and take control of the Rialto Bridge across the main canal, and then fight it out in the diverse back streets and canals until reaching the team's base, a grand museum!

Thanks to...
SiniStarR and Acumen for their fantastic record player model!
The BulletCrops Project for their excellent models and textures!
Rexy for his jamtastic Dogbread models!
Seba for his delightfully evil Evil Lair Accessories!


Changelog

Alpha Otto
- Expanded a few areas and turned them into yards to get rid of corridor-like passages. One is a small market with health and ammo packs, while another has a fountain.
- Added another entrance/exit to the museum for each team on the upper level, hopefully to give teams a better variety of routes onto the point.

See full changelog on the Download page



Old 12-29-2010, 11:01 PM   #1
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Added pictures and moved it into Alpha 1.

Look out for it in gameday too!

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Old 12-29-2010, 11:33 PM   #2
Fr0Z3n
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The brushwork looks great, I love it, but wouldn't the fences be better as models?

Can't wait to try it out!
 
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Old 12-30-2010, 05:15 AM   #3
Mr.Blob
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I see no stairs up to this little area. - just a thought.





sight line (one of 2)







(due to deep water)



(also small narrow door ways, hard to pass through when in mid air! >:C)



Over all, I love the feel of the map, it's just very cramped, un-sniper friendly.

Keep up dat good work.
 
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Old 12-30-2010, 09:06 AM   #4
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Thanks for the feedback. I'll get to work on the next version after tomorrow night's gameday.

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Old 12-30-2010, 10:27 AM   #5
StickZer0
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I really like the architecture and brushwork you can see going on in those pictures, looks really nice!

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Old 12-30-2010, 07:08 PM   #6
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Updated the map with health and ammo kits I forgot to include in the original version, I knew I forgot something from it.

Quote:
Originally Posted by Fr0Z3n View Post
The brushwork looks great, I love it, but wouldn't the fences be better as models?
Can't wait to try it out!
Quote:
Originally Posted by StickZer0 View Post
I really like the architecture and brushwork you can see going on in those pictures, looks really nice!
I always loved the design and style of buildings and objects in Venice, so it's really fun making it. And I'll try and get the fences into models if I can find a way to convert brushes into them, since I'm a total doofus when it comes to modelling.

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Old 01-01-2011, 07:31 PM   #7
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I got like *shocked* in a diferent way, call this cp_veneza. Its just amazing the way you created it xD

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Old 01-02-2011, 06:39 PM   #8
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Updated to Alpha 2!

Changes:

- Added boats in the water around the mid point, they contain health and ammo.
- Added a new route to the left of the bridge to team bases up to the unused ledge in the first courtyard.
- Added stairs from water around the last cap points for easier access.
- The last cap points themselves have been moved to the middle of the courtyard.
- Made the railings in the spawn lower, so you don't have to crouch-jump to get over them.
- Raised the skybox is all areas, Demos and Soldiers can have fun now.
- Made the bridge wider.
- Added optimization, even though it's not very good (Stupid water).
- Expanded a backstreet so you can't see into a team base anymore.

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Old 01-05-2011, 12:49 PM   #9
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In all honesty, I'd hit the drawing board again and start over. It's just cramped pathways and then water fighting. Try looking at another map with this same gametype, cp_oilfield, look at that layout and see how it works.
 
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