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omen 



Map Version: Beta 
Type: CP
Released: 02-02-2011 
Last Update: 04-23-2011 
fubarFX
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Default omen

(formerly known as cp_karst)
omen is a 5cp push map. enjoy!
flythrough video http://www.youtube.com/watch?v=sexk4c9R-7I


Changelog

a3
- I'm mostly settled on the layout now

a4
- slight edits in the layout at 2nd capture point
- minor edits here and there
- balanced spawntimes <but failed real hard >< my bad

a5
- fixed spawntimes
- tweaked a sightline created in a4
- changed the 1st foward spawn

...

a8 <can't keep this topic updated for my own life
-fixed stuff I guess
-layout changes
-blablabla

b1
-first detail pass

b2
-slightly refined the lighting and color composition (no more green!)
-all major bugs have been fixed
-slightly better optimization
-new layout on middle point

b3
-several layout edits on the last capture point. now less cramped and hopefully easier to push out
-made the area around second smaller
-enhanced optimization

b4
-changed name to cp_omen
-changed the visual theme
-new the layout on 2nd capture point
-bits of detailing and optimization

b5
-added new route from last to 2nd capture point

b6
-new custom models, new custom particles, new custom textures, new soundscape, optimization, HDR and other mapping shenanigans



Old 02-02-2011, 11:54 AM   #1
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I hate clicking links to see what people are up to to see a 'reserved post'

The threads are to show your work, etc..

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Old 02-02-2011, 12:07 PM   #2
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Karst is actually in development. Basic feedback: it's very open, making it tough to attack middle/defend second because of the very few number of options for attackers to use. The water is also misleading. IMHO, you should add an area where players can put out fire.

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Old 02-02-2011, 12:46 PM   #3
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also the download link is up so you can see for yourself
 
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Old 02-05-2011, 08:37 PM   #4
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a4:

REALLY UNBALANCED

For the respawn times setup, it has SetBlue 6, but it then uses AddRed 6. So respawn times will always be messed up.

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Old 02-05-2011, 08:40 PM   #5
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so that's what was messed up ><
both were supposed be setblu/setred :\
 
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Old 02-05-2011, 09:02 PM   #6
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I mentioned this to the feedback plugin, but I think it deserves elaborating here: I think you need to move your first forward spawns closer to mid. Currently, the forward spawn is nearly as far from mid as the original spawn, since it's actually pretty quick to get to mid by just keeping right walking out of spawn, while the forward spawn is all the way at the back of the second capture point area. If you were to move the forward spawn into one of the buildings closer to mid, I think it would be more balanced by keeping there from being too much back and forth capping of mid.

Maybe part of the problem was the respawn times, I'm not sure. Otherwise, the layout was quite fun! I think there were enough flanking routes that snipers were not too much of a problem even in open areas.
 
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Old 02-05-2011, 10:07 PM   #7
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Yeah I really didn't know where to put that forward spawn.
walktimes to mid right now are 12 seconds from original spawn and 9 seconds from the forward spawn. Not a big improvement I'll give you that.
I'll have to check the balance first before deciding if I move it or not
a good alternative would be to move it so it promotes the use of the valley to change up the mid a little.
^just like badlands damnit ><
 
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Old 02-05-2011, 10:15 PM   #8
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Nothing wrong with imitating Badlands
 
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Old 02-17-2011, 06:37 PM   #9
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updated to a8

 
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