Hella

CP Hella b1

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tyler

aa
Sep 11, 2013
5,102
4,621
Mt. St. Hella is a 3CP A/D map by tyler and phi.

It's late one night when BLU intercepts a coded message from the RED base on Mt. St. Hella, a peak in the Thunder Mountain range. The storm rising on the horizon is causing some interference, but the BLU team hears a few important words: "Gravity experiment... high-power collision... weaponized... ready soon... destroyed." Despite the imminent storm and the deepening night, BLU ascends Mt. St. Hella to investigate RED's science compound, deeming it too dangerous to let RED continue a moment longer.

Thanks
phi
3DNJ
Harribo
Playstuff & Cafe

Assets
CP Holograms by Icarus
Particles and sfx by Chaofanatic
Handrails by Ravidge
Coin op binoculars, file cabinets, forklift are from Rexy
Overlays by Seba and Void
Mt St Hella sign, edited ladder001 by Seba
Some pipes are modified BulletCrops pipes
with additional detail pieces by Gooba and Sputnik
 
Last edited:

Languid

L5: Dapper Member
Oct 9, 2009
240
256
<3

B looks kinda plain, though I like the use of sloped ground. More maps need to get badlands with their displacements
 

Okrag

Wall Staples
aa
Jun 10, 2009
1,029
655
Who builds a circle deck like that? A half circle I can understand but that just seems needlessly circular. Also good job on being so popular and handsome.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
Does this map have anything to do with comic Sweet Bro and Hella Jeff?
 
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tyler

aa
Sep 11, 2013
5,102
4,621
Who builds a circle deck like that? A half circle I can understand but that just seems needlessly circular. Also good job on being so popular and handsome.

I dunno, who builds two bases next to each other

(that is probably a cap that will take a lot of refinement so I will keep this in mind if/when I need to redesign it)
 
Last edited by a moderator:

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Looks interesting, though i don't know how well that circular deck point will work with gameplay flow and such, seems really out there.

Also, you have an oddly lit computer panel in screenshot 2... and the fact that there isn't a casing around the nucleus energy thing frightens me.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728

Karnage

L3: Member
Mar 19, 2010
114
53
I've been ordered to post in this thread

Some of the windows look like you can hop through them from far away, maybe move them a bit higher up the wall or something. I mentioned the capture boundary on C but I guess it's not important. There's an upstairs area that overlooks A, it was quite easy to camp here on Red team after A had been captured

It's a cool map and I had fun :)
 

tyler

aa
Sep 11, 2013
5,102
4,621
cp_hella_a2:
fixed back capping
reduced metal throughout the map
increased health slightly
fixed red forward spawn door not opening from the inside after A is capped
removed the hole in the wall at C
removed the bump on C
brightened some areas
broke a window
clipped the death pit better

No new pictures because it is 99% the same layout wise
 

NinjillaX

L3: Member
Apr 4, 2011
114
36
Is it just me, or is the file not in the .bz2? It wont extract for me, and I never see a file when I try.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Working on a slightly different C. Closer to blu, slightly more covered. Red's supply cabinet is pushed farther into spawn.

ReupJ.png


Besides windows, what do you guys want to see changed for a3?
 

tyler

aa
Sep 11, 2013
5,102
4,621
cp_hella_a3:
moved blu spawn exits farther apart
broke more windows
fixed the rails clipping on A
added a path directly onto A from inside the building
increased the cap time of A from 16 to 20 seconds
increased the cap time of B from 12 to 16 seconds
modified respawn wave times based on currently owned points
slightly restructured C
modifed some of the upper areas at C to increase width
probably other stuff

cp_hella_a30000.jpg


cp_hella_a30002.jpg


cp_hella_a30001.jpg