Old 01-06-2011, 11:30 AM  
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cp_teddy is a 2 control point attack/defend map. Please enjoy.

Thanks to Rexy for the custom rock model and the Construction Pack people for some...
 
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Old 01-06-2011, 02:44 PM   #10
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Oh yeah, that's Yogi Bear. Ain't no thing.
 
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Old 01-06-2011, 02:52 PM   #11
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After I did this it's less of a likeness and maybe more my imagination. But.


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Old 01-06-2011, 06:22 PM   #12
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I've already started working on a2 because I hate dev textures...



That'll be as far as detailing goes (on buildings) until beta. Should look nicer once the ground is done.
 
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Old 01-06-2011, 06:42 PM   #13
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Honeymans with the map and the skills and the stuff ~!_**SLaMDuNK**_!~



 
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Old 01-12-2011, 07:17 PM   #14
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The last room could be larger imo if it's a final cap. Just really tight and small.

Overall I thought it was pretty fun though.

The room with the garage door and sidehall, both entrances can be covered easily by one sentry.

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Old 01-12-2011, 07:32 PM   #15
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Yeah you're right. I'm going to expand the lobby quite a bit and add another entrance and probably a second floor. Will also redesign the last point somewhat. Got tons of ideas from tonight, so thanks.
 
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Old 01-12-2011, 08:27 PM   #16
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I agree with everyone else who said the overall scaling is a bit high, at least in the size of the area around the first capture point.

EDIT: one other thing I think would be good would be to have more nooks and crannies to duck into as a spy in some of the open areas. Some of the hallways around the last point felt too tight to maneuver comfortably as well.
 
Last edited by Zhan; 01-12-2011 at 08:58 PM.
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Old 01-12-2011, 09:13 PM   #17
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Metal around A : move the existing stacks to more obvious spots (especially that big box), add one or two additional medium boxes between the point and BLU's spawn. General area around A could be a little overscaled / too open.

B was alright with me in terms of layout and scaling, but I think BLU's spawn times are too long. For A/D maps Valve's spawn times are 2s for BLU and 10s (default) for RED, and I think you're a little far from that. The final room could be a little biger as was mentioned (plus big, impressive final rooms give a sense of grandeur to your spytech base), but make sure that there are at least one or two sentry spots that can cover the capture area and can't be easily outranged from anywhere the attackers are coming, the wrangler shouldn't be a requirement.

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Old 01-18-2011, 06:30 PM   #18
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a2 bump http://dl.dropbox.com/u/6591985/maps...ddy_a2.bsp.bz2
 
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Old 01-22-2011, 12:08 PM   #19
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For the next version I've added a forward spawn for blu... I've also fixed the spawn times (accidentally had -2 for red on the A cap, rather than +2). I'm also going to look into redesigning the B point, or at least expanding it quite a bit. There's no real place for blu to set up a forward base at the moment, so I'll try and work on that.
 
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